<?xml version="1.0"?>
<rss version="2.0"><channel><title>GR:AW - Weapon Modding Latest Topics</title><link>https://www.ghostrecon.net/forums/index.php?/forum/144-graw-weapon-modding/</link><description>GR:AW - Weapon Modding Latest Topics</description><language>en</language><item><title>TLS Balance Mod for BP Weapons Pack v6.0</title><link>https://www.ghostrecon.net/forums/index.php?/topic/55810-tls-balance-mod-for-bp-weapons-pack-v60/</link><description><![CDATA[
<p>Download @ <a href="http://www.ghostrecon.net/files2/index.php?act=view&amp;id=1249" rel="external nofollow">http://www.ghostrecon.net/files2/index.php?act=view&amp;id=1249</a></p><p>
</p><p>
I've completed the first version of my balance mod for Brettzies' BP Weapons Pack v6.0 (big thanks to Brettzies for his comprehensive pack!). This is a set of XML files which balances the behavior of all of the BP weapons to match the original weapons. I've also added bullet penetration to all rifles in the game, except thinking about it now I probably forgot the XM8 and the SAW because I never use them  <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_wacko.png" alt=":wacko:"></p><p>
</p><p>
While the weapon balance is based on the original weapons, each BP weapon is unique, with its own stats rather than being a clone of an original weapon. Some mods and even official weapons in GRAW2 seem to operate under the principle "every AR is identical to the SCAR" but I don't like having multiple weapons with identical stats - what's the point of having multiple weapons then?</p><p>
</p><p>
So I tweaked the weapons relative to each other based on real-world characteristics such as weight, barrel length, and muzzle velocity. The differences aren't huge, so don't expect a different game, but they're enough to make it more interesting.</p><p>
</p><p>
I don't think a picket fence or a few inches of concrete should completely stop a rifle round, but on the other hand penetration seems to always go through sandbags - if you don't want penetration, I've included alternate XML sets with no penetration for 5.56 and no penetration for anything but the M99.</p><p>
</p><p>
**Features/Changes**</p><p>
*All weapons in BP Weapons Pack now behave consistently with original weapons, but</p><p>
*Each new weapon has unique stats</p><p>
*Customized the bar graphs in the Inventory to correspond to the actual performance of the guns</p><p>
*Reduced power of 9mm weapons significantly. 9mm doesn't drop an armored target in one or two rounds, should take 3-10 now.</p><p>
*Added bullet penetration to all rifles (except I might have forgot the XM8 and the SAW) - bullets will now penetrate moderately thick objects except metal. I tried to make 7.62 penetrate more than 5.56, but I'm not sure if it worked, and it's impossible to test with AI.</p><p>
*Alternate packages for people who don't want penetration</p>
]]></description><guid isPermaLink="false">55810</guid><pubDate>Mon, 01 Nov 2010 20:30:46 +0000</pubDate></item><item><title>OGN Weapons Mod</title><link>https://www.ghostrecon.net/forums/index.php?/topic/60191-ogn-weapons-mod/</link><description><![CDATA[
<p>Why Is OGN Weapons Mod Not On Weapons Mod List.Best English Mod Around Using Original Weapons But Using US Optics Scope.It Should Be Along Side All Other Weapons Mods In Graw.</p>
]]></description><guid isPermaLink="false">60191</guid><pubDate>Sun, 21 Apr 2013 00:53:49 +0000</pubDate></item><item><title>[any way to add M99 sniper scope to SCAR ?]</title><link>https://www.ghostrecon.net/forums/index.php?/topic/55405-any-way-to-add-m99-sniper-scope-to-scar/</link><description><![CDATA[
<p>my SCAR sights have gone crazy they are opaque is there any way to add the M99 sniper scope to it so i can see through some sights again.</p><p>
thanks.</p>
]]></description><guid isPermaLink="false">55405</guid><pubDate>Fri, 06 Aug 2010 17:28:59 +0000</pubDate></item><item><title>Weapon related packs/mods</title><link>https://www.ghostrecon.net/forums/index.php?/topic/60186-weapon-related-packsmods/</link><description><![CDATA[
<p>Hello, I am not regular over here, but I am wondering about some things, I thought of asking them over here since there are people that defenitely are more familiar with the game than I am.</p>
<p> </p>
<p>Yeah I'm a fan of graw, even though I find the game hard as **** it is pretty amazing to play in coop mode. But there are some very dissapointing things about it, one of them is the lack of a large arsenal of weapons, and the other is that it is not possible to pick objects at all! For a tactical shooter, I am quite surprised how few the weapons are, in fact they are so few that the first time I played it I thought new weapons would be unlocked as I got through the missions, but yeah nop.</p>
<p> </p>
<p>Not being able to pick enemy weapons either is a deadly flaw, how many times would I want to use that sniper but I just knew I was going to run out of ammo and eeventually restart the level (one and a half hours of stealthy fun wasted), so I always had to stick to automatic carbines.</p>
<p> </p>
<p>Well anyway, I just want to know, are there any mods that extend the weapons list? Is there any mod that allows the player to pick weapons from the ground?</p>
<p> </p>
<p>I know about Brettzies weapons pack but quite franquly I find it clunky, and unpolished, the new weapons themselves are detailed but still do not feel organic enough with the original weapons design, and the animations could use some touching, sometimes they don't even make sense in the way they move.</p>
<p> </p>
<p>I would rather prefer, like a port to graw, of the graw 2 weapons.</p>
<p> </p>
<p>Yeah yeah I know what youre thinking, "Why don't you rather play graw 2 then?", well graw 2 isn't nearly as well made as graw, the levels are quite linear and the game is very unfair and unbalanced, like when the developers decided that putting a .50 cal gunner in every corner once in a while would be "fun" (troll), I can tell a mile away that graw 2 was rushed, and the graphics even though are the same, they seem to look nicer in graw.</p>
<p> </p>
<p>I don't know if graw ever came with a mooding toolkit or source code, so I can't quite tell if adding weapon picking is possible or not, most likely the developers never programmed it, but hey, its worth asking right?</p>
]]></description><guid isPermaLink="false">60186</guid><pubDate>Sat, 13 Apr 2013 01:18:49 +0000</pubDate></item><item><title>re-skin of the brettzies weapon pack and other vanilla weapons</title><link>https://www.ghostrecon.net/forums/index.php?/topic/54766-re-skin-of-the-brettzies-weapon-pack-and-other-vanilla-weapons/</link><description><![CDATA[
<p>Hi all again im back to GRAW world(i "love" these games....) and i like show you my little reskins for some weapons</p><p>
...i hope you like....</p><p>
<a href="http://img227.imageshack.us/i/scarl1.jpg/" rel="external nofollow"><img src="http://img227.imageshack.us/img227/167/scarl1.th.jpg" alt="scarl1.th.jpg"></a></p><p>
<a href="http://img444.imageshack.us/i/scarl2.jpg/" rel="external nofollow"><img src="http://img444.imageshack.us/img444/6425/scarl2.th.jpg" alt="scarl2.th.jpg"></a></p><p>
<a href="http://img685.imageshack.us/i/xm8.jpg/" rel="external nofollow"><img src="http://img685.imageshack.us/img685/8971/xm8.th.jpg" alt="xm8.th.jpg"></a></p><p>
<a href="http://img717.imageshack.us/i/m4a1wj.jpg/" rel="external nofollow"><img src="http://img717.imageshack.us/img717/1306/m4a1wj.th.jpg" alt="m4a1wj.th.jpg"></a></p><p>
<a href="http://img693.imageshack.us/i/m4a1iron.jpg/" rel="external nofollow"><img src="http://img693.imageshack.us/img693/3393/m4a1iron.th.jpg" alt="m4a1iron.th.jpg"></a></p><p>
<a href="http://img208.imageshack.us/i/mk18r.jpg/" rel="external nofollow"><img src="http://img208.imageshack.us/img208/7237/mk18r.th.jpg" alt="mk18r.th.jpg"></a></p><p>
<a href="http://img515.imageshack.us/i/mrcrye.jpg/" rel="external nofollow"><img src="http://img515.imageshack.us/img515/2359/mrcrye.th.jpg" alt="mrcrye.th.jpg"></a></p>
]]></description><guid isPermaLink="false">54766</guid><pubDate>Wed, 21 Apr 2010 20:47:33 +0000</pubDate></item><item><title>Weapons in GRAW1 - MK19</title><link>https://www.ghostrecon.net/forums/index.php?/topic/58511-weapons-in-graw1-mk19/</link><description><![CDATA[
<p>People,</p><p>
</p><p>
I do have GRAW1 but never really bothered to play. I do play and edit for GRAW2 and I was wondering;  you have the MK19, but this weapon does not work in GRAW2.  Can anyone tell me if this weapon ever worked in GRAW1? Any info would be appreciated!</p><p>
</p><p>
Same question goes for the Stryker...although this is a vehicle and not a weapon, I just thought I would include it in this post and not post it seperately.</p><p>
</p><p>
Thanks!!</p>
]]></description><guid isPermaLink="false">58511</guid><pubDate>Mon, 23 Apr 2012 21:46:50 +0000</pubDate></item><item><title>bp weapons pack v6.0</title><link>https://www.ghostrecon.net/forums/index.php?/topic/55334-bp-weapons-pack-v60/</link><description><![CDATA[
<p><img src="http://media.moddb.com/images/members/1/100/99337/mod_db_image_19_500.jpg" alt="mod_db_image_19_500.jpg"></p><p>
</p><blockquote data-ipsquote="" class="ipsQuote"><div><p>
<strong>v6.0 Additions</strong></p><p>
</p><p>
This is taken from my Graw2 version of the mod, some notes may not apply to Graw1.</p><p>
</p><p>
Several weeks ago, Radiator released his BlackHawkDown misison for Graw2 which was incompatible with my weapons pack. Since I love the BlackHawk story, tragic as it is, I wanted my weapons to work with it.  Radiator also did some excellent work organizing sound xmls to make it easy for modders to not conflict with each other’s custom sounds and also allow for easy expandability.  With those two things in mind, I spent about a week cleaning up my pack which resulted in v2.07.  I’m never really happy just releasing fixes like that, especially if they require a lot of work.  Fixing up the pack was satisfying but I really want to update it with something worth downloading and had forgotten how fun Graw2 can be to mod, time consuming, but fun.</p><p>
</p><p>
After using the Mk14 EBR in Modern Warfare 2 and seeing several failed attempts to get one legitamately into this game, I decided to go ahead and attempt one myself.  Previously I had not liked the design of this weapon, but over time have come to think it looks really cool.  It did seem like a very appropriate weapon for the Ghosts, and was actually in the xbox360 version of the game.  Modeling the bolt action was a little tricky, and I did attempt to use normal mapping with this one, which slowed my progress, but I’m fairly happy with the end results.  Textures, as always could be improved, but that’s never been my strong point or interest with so much else to worry about getting it to a working game state.</p><p>
</p><p>
Marcinko suggested adding a shortdot scope, which wasn’t difficult to model, but took some time getting all of the bitmap icons for the SP campaign done.  It also required adding many more kits to MP/Coop since it can be attached to not just the Mk14, but several of my other weapons as well.  In the end, I think it was a good suggestion and makes the mod that much more complete.</p><p>
</p><p>
Though I’m not sure many people are still playing this game, I hope the few that are can get some enjoyment out of these efforts.  I know I’ve had lots of fun making it and I have to say thanks to all the people who have downloaded and used it over the years.  The interest and support of even  a few people, especially the community at GhostRecon.net, really make it worthwhile and encouraging to complete projects like this.</p><p>
</p><p>
Enjoy!</p><p>
</p><p>
</p><p>
<strong>Mk14 Mod 0 EBR</strong></p><p>
This is the new weapon system added to the mod.</p><p>
</p><p>
·7.62mm</p><p>
·20 round mag</p><p>
·semi auto and full auto fire modes</p><p>
·custom tweaked sounds</p><p>
·suppressor attachment</p><p>
·tactical grip</p><p>
·multiple scope attachments</p><p>
</p><p>
<strong>Shortdot CQB Scope</strong></p><p>
·new scope seen above available on most of my weapons</p><p>
</p><p>
<strong>Swapable Headgear</strong></p><p>
·added all headgear to each ghost for xml switching</p><p>
·see instructions in readme to use</p><p>
</p><p>
<strong>Misc.</strong></p><p>
·adjusted m4shotgun, l85a2, and sig552 anim sets to be “less” glitchy looking</p><p>
·made sig552 use m4 scope attachments to free up MP attachment slots</p></div></blockquote><p>
</p><p>
<img src="http://media.moddb.com/images/members/1/100/99337/graw_headgear_01_800.jpg" alt="graw_headgear_01_800.jpg"></p><p>
</p><p>
<img src="http://media.moddb.com/images/members/1/100/99337/graw_headgear_02_800.jpg" alt="graw_headgear_02_800.jpg"></p><p>
</p><p>
<strong>26 July 2010</strong></p><p>
Finally got around to updating this with the latest weapon and tweaks.  Also added the ability to swap head gear for each ghost.  See the readme for details on how to do this.  Good old GRAW.  How old is it now, 4 or 5?</p><p>
</p><p>
Downloads:</p><p>
-----------------------------------------------</p><p>
Full Mod: <a href="http://www.moddb.com/members/brettzies/addons/brettzies-weapon-pack-v60-graw" rel="external nofollow">bp Weapon Pack v6.0</a> - Moddb Link</p><p>
Full Mod: <a href="http://www.filefront.com/17149195/Brettzies_wpnPack_v6.0_GRAW.zip/" rel="external nofollow">bp Weapon Pack v6.0</a> - FileFront Link </p><p>
Full Mod: <a href="http://www.ghostrecon.net/files2/index.php?act=view&amp;id=595" rel="external nofollow"><span style="font-size:10px;">bp Weapon Pack v6.0</span></a> - GrNetLink</p>
]]></description><guid isPermaLink="false">55334</guid><pubDate>Tue, 27 Jul 2010 05:30:47 +0000</pubDate></item><item><title>Explain Weapon XMLs?</title><link>https://www.ghostrecon.net/forums/index.php?/topic/55736-explain-weapon-xmls/</link><description><![CDATA[
<p>I just went to register but apparently I've been registered for three years but never posted. I don't even know...</p><p>
</p><p>
Anyway, I've been messing around with the BP weapons pack 6.0 trying to make the weapon performance more consistent with the original weapons in the game, rather than keeping the no-recoil superweapons that just feel like cheats to me. It's been going fine for the most part, but I can't figure out a few things. I can't find a guide to weapon XMLs anywhere.</p><p>
</p><p>
First off, every weapon XML has this block:</p><p>
</p><p>
&lt;!-- Moddable stats --&gt;</p><p>
	&lt;var name="damage" value="2"/&gt; &lt;!-- weapon damage + mods affect this --&gt;</p><p>
	&lt;var name="weight" value="2"/&gt; &lt;!-- weapon weight + mods affect this --&gt;</p><p>
	&lt;var name="stability" value="0.8"/&gt; &lt;!-- weapon stability + mods affect </p><p>
</p><p>
I'd been filling those values out relative to the original weapons, but I started wondering exactly what "stability" meant (less recoil? but then why is there a recoil stat? crosshairs close faster?) To try and figure it out I set the primary SG552's stability to .1 and the secondary SG552's stability to 9.7 and there's absolutely no difference in performance. Does this stat actually <em>do</em> anything?</p><p>
</p><p>
I found another XML that has the accuracy, impact, stability, and weight stats that show up in the Inventory menu in game - but do these stats actually affect gameplay or are you just supposed to manually edit them to reflect the weapon's spread, recoil, etc stats?</p><p>
</p><p>
Also, it's always bugged the hell out of me that the grips make the weapons less accurate and the suppressors don't make the weapons less powerful. Where do you edit the stats for attachments/accessories? I found a few files that might do this but they seem like they might just change the Inventory stats rather than actual gameplay.</p><p>
</p><p>
Or, if anyone has a handy guide that explains all the aspects of weapon and accessory gameplay modding, that would be awesome.</p><p>
</p><p>
Thanks!</p>
]]></description><guid isPermaLink="false">55736</guid><pubDate>Tue, 19 Oct 2010 11:15:43 +0000</pubDate></item><item><title>My first attempt at a weapon skin</title><link>https://www.ghostrecon.net/forums/index.php?/topic/55386-my-first-attempt-at-a-weapon-skin/</link><description><![CDATA[
<p>]As the title of this thread says , this was my first attempt at a weapon skin, any comments on looks etc are more than welcome , (I reaaaaaally didnt like the "day-glo" original Scar !!!!!!! ).</p><p>
</p><p>
<a href="http://img225.imageshack.us/i/scrshot5.jpg/" rel="external nofollow"><img src="http://a.imageshack.us/img225/4384/scrshot5.jpg" alt="scrshot5.jpg"></a></p><p>
</p><p>
<a href="http://img25.imageshack.us/i/scrshot11.jpg/" rel="external nofollow"><img src="http://a.imageshack.us/img25/3931/scrshot11.jpg" alt="scrshot11.jpg"></a></p><p>
</p><p>
<a href="http://img155.imageshack.us/i/scarl.jpg/" rel="external nofollow"><img src="http://a.imageshack.us/img155/1052/scarl.jpg" alt="scarl.jpg"></a></p><p>
</p><p>
<a href="http://img213.imageshack.us/i/scrshot13.jpg/" rel="external nofollow"><img src="http://a.imageshack.us/img213/3306/scrshot13.th.jpg" alt="scrshot13.th.jpg"></a></p><p>
<a href="http://img826.imageshack.us/i/scrshot12.jpg/" rel="external nofollow"><img src="http://a.imageshack.us/img826/7721/scrshot12.th.jpg" alt="scrshot12.th.jpg"></a></p>
]]></description><guid isPermaLink="false">55386</guid><pubDate>Wed, 04 Aug 2010 06:00:40 +0000</pubDate></item><item><title>im guessing the carrying weight max is how much i can carry</title><link>https://www.ghostrecon.net/forums/index.php?/topic/55165-im-guessing-the-carrying-weight-max-is-how-much-i-can-carry/</link><description><![CDATA[
<p>if anyone is desperate to know follow the god mode instructions i left in another thread but stop at the xml editing stage (unless you want god mode) and go to the main GRAW directory&gt;data&gt;sb_templates&gt;humandata.</p><p>
then go down to the lines:</p><p>
&lt;var name="carrying_weight" type="number" default="10"/&gt;</p><p>
&lt;var name="carrying_weight_max" type="number" default="15"/&gt;</p><p>
and edit those ONCE AN ANSWER IS GIVEN.</p>
]]></description><guid isPermaLink="false">55165</guid><pubDate>Mon, 21 Jun 2010 18:41:07 +0000</pubDate></item><item><title>can someone tell me how to reduce the recoil in GRAW</title><link>https://www.ghostrecon.net/forums/index.php?/topic/55079-can-someone-tell-me-how-to-reduce-the-recoil-in-graw/</link><description><![CDATA[
<p>the recoil does my head in in a bad firefight so how do i increase accuracy and reduce recoil?</p><p>
</p><p>
gotta love igor sometimes. it had the editor there for me in gr1.</p><p>
oh how do i make myself superfast as well?</p><p>
 <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_wacko.png" alt=":wacko:"></p>
]]></description><guid isPermaLink="false">55079</guid><pubDate>Sat, 12 Jun 2010 14:05:03 +0000</pubDate></item><item><title>how do i make the minigun a usable weapon for the ghosts</title><link>https://www.ghostrecon.net/forums/index.php?/topic/55081-how-do-i-make-the-minigun-a-usable-weapon-for-the-ghosts/</link><description><![CDATA[
<p>i was  just editing some xmls and i came across the minigun one is there a way i can make the minigun a weapon for da ghosts i thought it would be fun to have on the feild it'll be easier for getting rid of those helos that get in the way.</p>
]]></description><guid isPermaLink="false">55081</guid><pubDate>Sat, 12 Jun 2010 19:51:42 +0000</pubDate></item><item><title>bp weapons pack v5.0</title><link>https://www.ghostrecon.net/forums/index.php?/topic/52169-bp-weapons-pack-v50/</link><description><![CDATA[
<p><img src="http://home.att.net/~the.real.brett/mod_db_image_17_500.jpg" alt="mod_db_image_17_500.jpg"></p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote"><div><strong>v5.0 Additions</strong><p>
Finally got around to updating GRAW with my latest weapons from GRAW2. I was putting it off for several reasons, but have finally put as much as possible back into GRAW1. I also wanted to see if I could get some of my headgear into the game as well. It's a lot more difficult since you can't attach gear like you can in GRAW2. However, I was able to use the sample character to export new soldiers with different looks. They all share the same head however which isn't the best method, but it works at least. The main addition is the 3 new weapons below.</p><p>
</p><p>
<strong>L85A2</strong></p><p>
Â·available as a primary</p><p>
Â·semi auto, burst, and full auto fire modes</p><p>
Â·custom tweaked sounds</p><p>
Â·suppressor attachment</p><p>
Â·susat scope attachment</p><p>
Â·working ironsights</p><p>
</p><p>
<strong>Mk18 CQBR</strong></p><p>
Â·available as primary or secondary</p><p>
Â·custom tweaked sounds</p><p>
Â·two scope attachments, tac grip, and suppressor</p><p>
</p><p>
<strong>SCAR H Marksman</strong></p><p>
Â·available as a primary weapon</p><p>
Â·multiple scope attachments</p><p>
</p><p>
<strong>New Look Ghosts</strong></p><p>
Â·new gear and unifrom for each Ghost</p><p>
Â·ballcap and mich2001 headgear</p><p>
Â·used in multiplayer as well as single player</p><p>
</p><p>
<strong>Reverting back to the original uniforms</strong></p><p>
If for some reason you want to revert back to the original uniforms and headgear but still use the</p><p>
new weapons, it's very simple to do so. All you have to do is rename or remove a few directories</p><p>
and files listed below:</p><p>
</p><p>
To revert to old headgear remove:</p><p>
local\bp_weapons_pack_v5.0\objects\beings</p><p>
</p><p>
To revert to old textures remove:</p><p>
local\bp_weapons_pack_v5.0\textures\atlas_characters</p></div></blockquote><p>
</p><p>
<img src="http://home.att.net/~the.real.brett/bp_wpn_v5_01.jpg" alt="bp_wpn_v5_01.jpg"></p><p>
</p><p>
<img src="http://home.att.net/~the.real.brett/bp_wpn_v5_02.jpg" alt="bp_wpn_v5_02.jpg"></p><p>
</p><p>
Not sure too many people are still playing GRAW1, but I've been meaning to put the last batch of weapons I made into it.  Haven't really had the energy lately to sit down and work everything out like all the mix and matched animation sets, but I finally took some time and worked it out.  Also managed to get in some of the custom head gear and uniforms.  It's easy enough to revert back as mentioned above.  So, for those of you still playing GRAW1, enjoy!  <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_smile.png" alt=":)"></p><p>
</p><p>
15.May2009</p><p>
A problem was discovered with some mp maps crashing while using this mod.  To fix, delete this folder from the mod, which was leftover from experiments: </p><p>
</p><p>
local\bp_weapons_pack_v5.0\units\beings</p><p>
</p><p>
I've also updated the zip file to get rid of this folder and its contents and am in the process of updating the download links.</p><p>
</p><p>
Downloads:</p><p>
-----------------------------------------------</p><p>
Full Mod: <a href="http://www.moddb.com/addons/brettzies-weapon-pack-v50-graw" rel="external nofollow">bp Weapon Pack v5.0</a> - Moddb Link - Fixed</p><p>
Full Mod: <a href="http://files.filefront.com/Brettzies+wpnPack+v50+GRWzip/;13762976;/fileinfo.html" rel="external nofollow">bp Weapon Pack v5.0</a> - File Front Link - Fixed</p><p>
Full Mod: <a href="http://www.ghostrecon.net/files2/index.php?act=view&amp;id=595" rel="external nofollow">bp Weapon Pack v5.0</a> - GrNet Link - Not Fixed</p>
]]></description><guid isPermaLink="false">52169</guid><pubDate>Sun, 19 Apr 2009 05:29:31 +0000</pubDate></item><item><title>brettzies weapon pack v5.0</title><link>https://www.ghostrecon.net/forums/index.php?/topic/53482-brettzies-weapon-pack-v50/</link><description><![CDATA[
<p>After installing BWP v5.0 can anyone tell me if there is a way to tweak the ammo count. I see a file in local/lib where the weapons are described, and i wondered whether i can alter the value of the ammo count for my own amusement.  Not a very important thread I know but if anyoen has the time I'd like to hear from you</p><p>
</p><p>
</p><p>
</p><p>
</p><p>
<span style="color:#3366FF;"><strong>[staff Edit: - Thread moved to correct forum - originally posted in General Mod Topics] </strong></span> <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_thumbsup.gif" alt=":thumbsup:"></p>
]]></description><guid isPermaLink="false">53482</guid><pubDate>Tue, 03 Nov 2009 13:49:32 +0000</pubDate></item><item><title>[any way to mod the ZEUS to have more ammo?]</title><link>https://www.ghostrecon.net/forums/index.php?/topic/53906-any-way-to-mod-the-zeus-to-have-more-ammo/</link><description><![CDATA[
<p>hate to bring up an old topic, but in most custom Ghost Recon maps there are more than 1 armor threat in the level... this gets agrivating because we can only take one at weapon per person... if there is a way to mod the ZEUS to have more ammo that would be sufficient, anyone have any idea how to go about this? or is the ZEUS a permanent 1 shot and dispose weapon?</p><p>
</p><p>
</p><p>
</p><p>
<span style="color:#008000;">[Post split into a new thread - </span><em><span style="color:#008000;">Please don't dig up a 3 year old single post thread</span></em><span style="color:#008000;">]</span></p>
]]></description><guid isPermaLink="false">53906</guid><pubDate>Tue, 29 Dec 2009 22:07:53 +0000</pubDate></item><item><title>barrett M107</title><link>https://www.ghostrecon.net/forums/index.php?/topic/53281-barrett-m107/</link><description><![CDATA[
<p>Ok.</p><p>
</p><p>
I am new to the whole idea of making a new weapon so I found a free download of a model for max and other programs (its from www.the3dstudio.com) and was wondering if anyone could post some tips/better tutorials on how to make it work 100% in <strong>GRAW1</strong> or possibly walk me through the steps in 3ds max 7. the gun is the M107 (some one else made on for GRAW1 [AND IT WORKED] but the topic is closed and it did not really look like the M107 much). once again I am brand new to this and have no idea what i am doing in max. <strong> Any and all help would be appreciated!</strong> I have uploaded the links to filefront! </p><p>
</p><p>
<a href="http://www.filefront.com/14664817/M107.max/" rel="external nofollow">M107.max</a></p><p>
</p><p>
<a href="http://www.filefront.com/14664829/M107.obj/" rel="external nofollow">M107.obj</a></p>
]]></description><guid isPermaLink="false">53281</guid><pubDate>Tue, 06 Oct 2009 21:10:31 +0000</pubDate></item><item><title>Need .diesel Importer/exporter Plug-in For Max</title><link>https://www.ghostrecon.net/forums/index.php?/topic/51969-need-diesel-importerexporter-plug-in-for-max/</link><description><![CDATA[
<p>send to my e-mail:g306613143@yahoo.com</p><p>
thx...</p>
]]></description><guid isPermaLink="false">51969</guid><pubDate>Tue, 17 Mar 2009 10:24:33 +0000</pubDate></item><item><title>bp weapons pack v4.0</title><link>https://www.ghostrecon.net/forums/index.php?/topic/49872-bp-weapons-pack-v40/</link><description><![CDATA[
<p><img src="http://mysite.verizon.net/the.real.brett/sitebuildercontent/sitebuilderpictures/mod_db_image_13_500.jpg" alt="mod_db_image_13_500.jpg"></p><p>
</p><p>
<a href="http://files.filefront.com/Brettzies+wpnPack+v40+GRWzip/;10080591;/fileinfo.html" rel="external nofollow">WeaponPack v4.0</a> - FileFront Link</p><p>
<a href="http://www.moddb.com/games/278/tom-clancys-ghost-recon-advanced-warfighter/addons/10708/brettzies-weapon-pack-v40-graw1" rel="external nofollow">WeaponPack v4.0</a> - ModDb Link</p><p>
</p><p>
</p><blockquote data-ipsquote="" class="ipsQuote"><div><strong>v4.0 Additions</strong><p>
GRAW is almost 2 years old at this point, but I still like some things about it better then GRAW2. I was playing a little single player campaign the other day and realised my last pack wasn't incorporated into GRAW 1. I also had an idea to cut down on some of the mod attachment id #s by using a mount spacer on the M4 and M16. This pushed the ironsights up a bit, but also made them usable which is cool. The front post doesn't quite line up so I left the aim assist in. While there probably aren't many people playing GRAW, I was able to get all of my weapons in with attachments and keep the orginal weapons as well. I had to juggle some things around and all of the #s are maxed out, but everything should work in Multi-Player. This version also includes the Sig552 as a primary or secondary, the Benelli M4 as a secondary, the Eotech sight, and Pistols available in the second or third inventory slot.</p><p>
</p><p>
<strong>Benelli M4 Shotgun</strong></p><p>
Â·available as a secondary weapon</p><p>
Â·custom tweaked sounds</p><p>
</p><p>
<strong>Sig552 Commando</strong></p><p>
Â·available as primary or secondary</p><p>
Â·semi auto, burst, and full auto fire modes</p><p>
Â·custom tweaked sounds</p><p>
Â·suppressor attachment</p><p>
Â·multiple scope attachments</p><p>
Â·working ironsights</p><p>
</p><p>
<strong>Eotech</strong></p><p>
Â·built an eotech sight and added it to the following weapons:</p><p>
Â·M16A4, M4A1, M468, Sig552, Scar L, Scar H</p><p>
</p><p>
<strong>Pistols</strong></p><p>
Â·available as a third weapon in addtion to secondary</p></div></blockquote><p>
Not sure many people are still playing GRAW, but since I did this for myself, I am putting it up for anyone else who still might be playing this game.</p>
]]></description><guid isPermaLink="false">49872</guid><pubDate>Sat, 26 Apr 2008 03:02:18 +0000</pubDate></item><item><title>Help Please-adding More Ammo For The Barrett</title><link>https://www.ghostrecon.net/forums/index.php?/topic/50071-help-please-adding-more-ammo-for-the-barrett/</link><description><![CDATA[
<p>i just got this game and really enjoy using the barrett, but it doesn't have near enough ammo to last a whole mission.</p><p>
so i was looking at this thread: <a href="https://www.ghostrecon.net/forums/index.php?showtopic=40515&amp;hl=ammo">http://www.ghostrecon.net/forums/index.php...515&amp;hl=ammo</a> and following it. so i currently have my edited sb_inventory_data.xml file in ubisoft/graw/local/english/data/sb_templates, but i still start a game with only 21 shots (i have it set to 100).</p><p>
</p><p>
what am i doing wrong? what am i missing?</p>
]]></description><guid isPermaLink="false">50071</guid><pubDate>Mon, 26 May 2008 06:28:16 +0000</pubDate></item><item><title>Adding Grenades</title><link>https://www.ghostrecon.net/forums/index.php?/topic/51348-adding-grenades/</link><description><![CDATA[
<p>Greetings,</p><p>
</p><p>
I've played the game through a few times in SP.  Now, I just want to go through and blow stuff up! &lt;smile&gt;.</p><p>
</p><p>
How can I increase the amount of hand grenades and 40mm rifle grenades that I can carry?</p><p>
</p><p>
I have Brettzie's Mod 3.4 and 4.0 loaded onto my Vista machine.</p><p>
</p><p>
This modification would be for my personal use in SP, as I never play any games online.</p><p>
</p><p>
TIA</p>
]]></description><guid isPermaLink="false">51348</guid><pubDate>Tue, 16 Dec 2008 09:22:31 +0000</pubDate></item><item><title>Aiming Mod ?</title><link>https://www.ghostrecon.net/forums/index.php?/topic/50245-aiming-mod/</link><description><![CDATA[
<p>Hi all! Im new here, and begin with an ask to you. Im beginner in GRAW, and very excited about this game, but there is one thing, that annoys me much: aiming when zoomed.</p><p>
Crosshair is flowing approx 3-4 inches on screen, and there is no 'breath hold' button. It woudnt be so bad (even nice, realistic), but this 'feature' in GRAW is implemented in very, very stupid way. Its just a fake shaking, because the gun fires always (accurately) in the same place (center of the screen) , but NOT in the  actual position of crosshair. So i have completely NO control of shooting. I dont know if you understand whats my problem(sorry for bad english), but maybe i'll give an example: the only thing i can do, is to mark a crosshair by a pen on the center of my screen, to fire accurately, because gun always fires  in this direction, even if crosshair (in-game, of the scope) is 5 inches left/right/up/down from 'my marked crosshair' <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_smile.png" alt=":)"></p><p>
I think ubisoft uses the most stupid way to 'simulate realism' in game. Comparing to f.e. Hitman - codename 47, where crosshair is shaking too, but gun fires in place where is actual position of crosshair. </p><p>
</p><p>
So, whats my ask to you, is that you help me write such a mod(or if you'd be so nice and write it yourself <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_smile.png" alt=":)"> ), which completely removes shaking when zooming.</p><p>
</p><p>
I dont place this topic in 'issues' subtopic, because (i suppose) this is not my fault, its just engine of the game, and only way to solve it, is write mod, i think.</p><p>
</p><p>
Thanks a lot in advice, also thanks for reading such long and 'mistaked' post <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_smile.png" alt=":)"> Hope to see solution or help from ypur side.</p><p>
</p><p>
Cheers, Zradom</p><p>
</p><p>
</p><p>
PS i heard that this 'crosshair issue' might be caused by small amount of RAM (i have 512), because of engine funcions, but unfortunately, i cant upgrade my RAM. I just belive, this thing can be solved by making a modification.</p>
]]></description><guid isPermaLink="false">50245</guid><pubDate>Thu, 19 Jun 2008 23:44:26 +0000</pubDate></item><item><title>Brettzies mod + M4SopMod</title><link>https://www.ghostrecon.net/forums/index.php?/topic/48038-brettzies-mod-m4sopmod/</link><description><![CDATA[
<p>Hi  <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_ph34r.png" alt=":ph34r:"></p><p>
</p><p>
My question is the following:</p><p>
</p><p>
can I make the m4 sopmod (with the m1911 colt wich I like) compatible with the Brettzies m4 mods ? You probably would ask yourself why I would do such a think, the anwser is simple: Because of the m1911 Handgun !!</p><p>
</p><p>
Perhaps these 2 mods are compatible in your case  but in my case I got an error message when I tried to load a mission after installing the M4 SOPMOD + had to restart the career to play again, but then I noticed that the weapons from the Brettzies mod were gone missing for action <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_sad.png" alt=":("></p><p>
</p><p>
Anyone got a solution to this ? Coudln't find anything on the net, only that somebody has had the same problem with this combination of mod's..</p><p>
</p><p>
Thank you for reading and please reply !</p><p>
</p><p>
=SR=</p><p>
</p><p>
btw, if these mods are not compatible I shall choose for the Brettzies MOD <img src="https://www.ghostrecon.net/forums/uploads/emoticons/default_wink.png" alt=";)"></p>
]]></description><guid isPermaLink="false">48038</guid><pubDate>Thu, 15 Nov 2007 07:39:29 +0000</pubDate></item><item><title>SCAR-H Sniper</title><link>https://www.ghostrecon.net/forums/index.php?/topic/49502-scar-h-sniper/</link><description><![CDATA[
<p>Hi folks,</p><p>
</p><p>
I noticed in GRAW that the SCAR-H seems to be the CQB version, however what I'd like in the game is instead the SCAR-H with Sniper barrel. I know that it's easy enough to edit the weapon using the XML files, but I'm wondering if there were any models of the SCAR-H Sniper made (with longer barrel) and sniper scope?</p><p>
</p><p>
Thanks.</p>
]]></description><guid isPermaLink="false">49502</guid><pubDate>Sat, 22 Mar 2008 12:11:32 +0000</pubDate></item><item><title>XML combinding</title><link>https://www.ghostrecon.net/forums/index.php?/topic/44274-xml-combinding/</link><description><![CDATA[
<p>Can someone post a tutorial on how to combine weapon mods? most of the time they only things they have that conflict each other are weapon data xlm mod data xlm and the SB inventory data xlm</p>
]]></description><guid isPermaLink="false">44274</guid><pubDate>Fri, 15 Jun 2007 17:10:10 +0000</pubDate></item><item><title>Vector T?</title><link>https://www.ghostrecon.net/forums/index.php?/topic/49326-vector-t/</link><description><![CDATA[
<p>Anyone knows what means:</p><p>
</p><p>
Sat Mar 08 23:19:13 2008</p><p>
</p><p>
</p><p>
Crash in application version: grpcrc1.35</p><p>
</p><p>
vector&lt;T&gt; too long</p><p>
</p><p>
SCRIPT STACK</p><p>
</p><p>
	data\lib\managers\inventorymanager.dsf(0)</p><p>
	data\lib\managers\inventorymanager.dsf(0)</p><p>
	data\lib\managers\inventorymanager.dsf(0)</p><p>
	data\lib\setups\setup.dsf(0)</p><p>
	data\levels\mission02\mission02.dsf(0)</p><p>
</p><p>
IÂ´m trying to use aimpoint from GRAW 2 in GRAW 1.</p>
]]></description><guid isPermaLink="false">49326</guid><pubDate>Sun, 09 Mar 2008 03:23:38 +0000</pubDate></item></channel></rss>
