Version 2.6 is out!

The long-awaited version 2.6 public beta is now LIVE. Before you download it, there’s one thing y’all need to know.

Properly updating to 2.6 absolutely requires a clean save at the very least. If you don’t know how to do that, instructions are here. Failing to follow those instructions is guaranteed to cause issues due to some fairly major changes we’ve made from the previous build. The only file you should be keeping from the old build is your hotkeys.ini file, everything else needs to be wiped.

Changelog

  • Completely overhauled leveled-list integration. Scripted injection across the board, so no more worry about load order position, merged/bashed patches, etc.
  • Initial implementation of NPC “load-out” templates. NPCs will now spawn with both a primary and a secondary weapon, with limited ammo for their primary. This could be anything from a Raider carrying an M249 SAW and a Benelli M1014 or a Triggerman carrying a Beretta M9A1 and a pipe wrench.
  • New animations for the pump-action shotguns, tube-fed semi-auto shotguns, Uzi, UMP, MP5, MP7 and Steyr AUG. All guns are properly zeroed with at least iron sights and integrated optics where applicable, though some optics will still be mis-aligned. Report these as you find them, please.
  • New assets for the Uzi, UMP, MP7 and MP5.
  • Additional mods for the UMP, Uzi and MP5. The UMP now has full, proper USC carbine furniture, two additional magazine sizes (total six new mags). Uzi has two additional stocks, a railed handguard and two receiver types, with and without optics rail. MP5 has a few new handguards, two new stock options and two “new” receivers.
  • New shotguns! Replaced the old Striker with an AA-12 (with its’ own animation set), our Benelli M3 has been replaced with a Benelli Super Nova Tactical (massive thanks to Ubisoft Montreal for letting us use things from Rainbow Six: Siege!), and the Mossberg 500 has been replaced with a FabArm Martial 14″.
  • We’ve rolled Modern Sidearms into Modern Firearms, so no need to keep MS anymore.
  • 13 NEW HANDGUNS! Five 1911 variants, six Berettas, a CZ 75 and an FN Five-seveN.
  • Our handguns now run on the vanilla Deliverer anims. Meaning, if you have a Deliverer anim replacer, our guns will run on those replacer anims.
  • Fixes and improvements to the 88mm and 40mm payloads. Hopefully this will fix issues with canister shot and the HI.39 (HEAT) 88mm loads killing your system as well as your targets.
  • One entirely new SMG, our own take on the CBJ-MS PDW, aka “the nailgun”. 9mm only for now, but we’ll be adding the proper 6.5x25mm cartridge at some point down the line.
  • New shotgun ammo types. 00 buckshot, #1 buckshot and slugs, all available in basic lead, explosive or incendiary flavors. NPCs can and will spawn with any of them at various levels, so be careful. And God help you if they spawn with #1 explosive buck and a full choke.
  • Added in one new caliber, .357 Magnum. Only used by the Coonan Compact .357 for now, but we have more .357 guns in the works.
  • Split the armor off from the main package. Will be fixed up and uploaded alongside 2.6 Soon™. It will NOT have a dependency on MF. Meaning, it will be standalone, if you just want the armor.
  • The Barrett M98 Bravo has finally returned. Textures are heavy WIP, so don’t be surprised if they look a little odd. Running on CS5 animations, most of the see-through type optics aren’t properly zeroed, though the 1x Docter/8x IFF combo is dead-on.

Now then. Before you ask “hey, did X get changed?” – Seriously. If it isn’t mentioned here, then no it didn’t get touched.