UT2kX (BW 2.5) Skrith War Weapon Pack 2.0 Update

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AlCapowned

Member
Jan 20, 2010
239
15
18
Authors: Alcapowned, Teridax
Additional credits: Terg500 (CS-AR74 custom scope texture), TheSirensFall (SSC secondary sound)
Description: This is a pack of 15 weapons for Ballistic Weapons v2.5. Update 2.0 makes a bunch of changes and bug fixes.
Weapon renders:
9komxIP.jpg
Weapon list:
1. A40 Skrith Pistol
Primary: Energy fire
Secondary: Iron sights
gVVasMY.png



2. A512 'Cobra' Skrith Acid Launcher
Primary: Acid shot
Secondary: Melee slash
Special: Stable Mode
O8fmPZX.png



3. A500E 'Dragon' Chemical Weapon
Primary: Chemical blast
Secondary: Ignited chemical spray
yMDZXFc.png



4. A600 'Amphibian' Skrith Sniper Rifle
Primary: Charged energy beam
Secondary: Scope
Special: Thermal Sensor
WeHt9vP.png



5. A51 Skrith Acid Grenade
Primary: Throw Grenade
Secondary: Roll Grenade
Special: Timed Detonation
6EyljWq.png



6. RX22E Flame Thrower
Primary: Jet of fire
Secondary: Fireball
Special: Jetpack
UfXFEI7.jpg



7. A52E Skrith Toxic Grenade
Primary: Throw Grenade
Secondary: Roll Grenade
Special: Timed Detonation
Vybr5ug.png



8. A906 Poisoned Skrith Blades
Primary: Fast hacking
Secondary: Prepared Hack
Special: Block
eNaaJSd.png



9. CSAR-74 Assault Weapon
Primary: Select Fire 5.57mm
Secondary: Tactical Screen
Scope Special: Threat Tracker
MwEaftx.png




10. D66 High-tech Revolver
Primary: Fire Single
Secondary: Energy Ball
Special: Laser Pointer
lqijYPI.png



11. A85 Skrith Compact Shotgun
Primary: Single Energy Fire
Secondary: Triple Energy Fire
Ag11a2F.png



12. A666 Skrith Super Weapon
Primary Fire: Energy Blasts, Black Hole
Secondary Fire: Explosive Beam
N79aRE2.png



13. BR1-NK Combat Assault Rifle
Primary: Rapid Fire Bullets
Secondary: Launch Grenade
Special: Motion Tracker
9xLny6K.png



14. M46C Scopeless Combat Rifle
Primary: Variable, High power bullets
Secondary: Launch Sticky Grenade
Special: Detonate Sticky Grenades
2SpJ4kS.png



15. SSC Sound Blaster
Primary: Disarming Shockwave
Secondary: Bowel Disruptor
AwYYEY3.png
Installation:
Extract the .7z contents into your UT2004 directory. Cut and paste the files into
their proper Unreal folders.
.utx goes into C:\UT2004\Textures
.uax goes into C:\UT2004\Sounds
.u goes into C:\UT2004\System
.ucl goes into C:\UT2004\System
.ukx goes into C:\Ut2004\Animations
.usx goes into C:\UT2004\StaticMeshes

Delete BWCache.ini for your UT2004\System folder. The game will automatically create a new one.

Go to your Ballistic Loadout or Ballistic Weapons mutator in the mutators menu and add the new weapons to the weapon list.

If you want to host a game with these weapons online, add the following to serverpackages in your UT2004.ini:

ServerPackages=BWBPSkrithRecolors1
Version history:
-2.0 Update
-Fixed log errors caused by bots using weapons that have the scope mode as a firing mode (A40, A600, etc.)
-Fixed tearing problem that is visible when viewing most of the third person weapon models from a distance
-Tweaked the descriptions of the CS-AR 74, A666, D66, RX22E, A500E, and A40 to match their respective changes
-Changed the BR1NK's ammo switching to be uninterruptible
-Made it so the BR1NK's ammo switching changes the skins of the 1st person model, 3rd person model, and pickup
-Changed the BR1NK's various icons to account for the new ammo skin
-The BR1NK's pickup now starts with the firing mode that was last used
-Changed the radar on the BR1NK to be closer to the radar that appears on the player's HUD
-Made it so the BR1NK can't shoot grenades and bullets at the same time
-Changed the BR1NK's grenades to be identical to the M50's grenades in terms of damage
-Made it so that the BR1NK's radar remains on when the weapon is dropped
-Made it so the RX22E flamethrower's jetpack function will not work if there is a leak in the tank
-Increased the health of the RX22E's tank
-Added recoil to the RX22E's secondary fire
-Fixed RX22E log warnings caused by the BestMode function
-Fixed various RX22E damage and projectile warnings
-Reduced the ammo consumption of the RX22E's tank so as to make the special more useful
-Changed a texture setting so that the A500E's hit decals no longer tile strangely on certain surfaces
-Removed the ignited chemical spray mode from the A500E and made it into the weapon's secondary firing mode
-Changed various effects of the A500's chemical spray to be less like the Dark Star's flames
-Made it so the A666's projectiles and black holes do not spawn Nova Staff/Dark Star souls
-Removed the huge shockwave effect from the A666 projectiles
-Gave the A666 different firing sounds
-Removed the explosive beam from the A666's primary and made it into the weapon's secondary firing mode
-Slightly reduced the movement speed slowdown when holding the A666
-Changed the look of the A666's black holes and projectiles
-Changed the impact effects of the A666's projectiles
-Gave the A906 blade poison a motion blur effect (it is fairly inconsistent, but better than nothing)
-Increased the SSC Sound Blaster's fire rate for its primary firing mode
-Increased the ammo consumption of the SSC's primary firing mode from 1 to 10
-Increased the ammo consumption of the SSC's secondary firing mode from 20 to 50
-Increased the damage and pushback effect of the SSC's primary firing mode
-Made it so the SSC's secondary charge can no longer be stored
-Gave the SSC's secondary firing mode a different sound
-Made it so the SSC will not play its charging animation while using the iron sights
-Changed the SSC secondary firing mode's damage over time flash effects
-Gave the A40 an overheating system
-Gave the CS-AR 74 the SAR's old laser sights and full auto firing mode
-The CS-AR's laser disables the regular scope view and enables ironsights
-The CS-AR's zoomed scope now forces full auto mode off
-Slightly increased the damage of the D66's energy projectiles
-Added a venting effect to the A512 acid pistol
-Reduced the size of the A512's muzzle flash
-Fixed log warnings caused by the A512's projectile damage type
-Added a shader to the A600 skrith sniper that makes it look better
-Made it so the A600's primary fire has to be fully charged before shooting
-Fixed a problem that made the A600's firing work inconsistently online
-Slightly modified the skrith grenade pickup and projectile models
-Gave the skrith grenade model new animations
-Changed the skrith grenades' pin pull and clip release sounds

-1.0 Final (or not):
-Increased the lifespan and damage of the A51 acid grenade
-Fixed log warnings caused by corpses touching the A51's acid
-The A51 acid grenade now plays a sound when it blows up
-Gave the A51 and A52E grenades custom flashing ammo icons
-The A51 acid grenades now do damage when they explode
-Fixed a problem that made the A51 acid stay in mid-air
-Fixed a collision problem with the Skrith Grenade static mesh that made the A52E grenade lag the game
-Made various adjustments to the A500E
-Fixed a problem with the A500E spray causing log warnings
-Changed the A600 Skrith Sniper Rifle's crosshair
-Slightly increased the damage of the A666 projectiles
-Increased damage of BR1-NK's bullets
-Fixed a problem with the BR1-NK's sights
-Made the BR1-NK play the reloading animation when switching ammo types
-Replicated the distance value for the BR1-NK so that the radar sound changes pitch online
-Fixed a problem with the BR1-NK's firing rates when the player would use the berserk combo
-Made it so that the BR1-NK's screen changes in third person when using the radar
-Replaced CSAR zoom sounds
-Made the CSAR threat tracker properly highlight projectiles
-Changed CSAR screen fallback material (for when using renderers that don't show scriptedtextures) to be more accurate to the scope
-Made it so that the A906 poison effect doesn't do damage when an attack is blocked
-Removed the blinding effect from the A906 Poison Blades
-Made the M46C more accurate
-Partially fixed a problem where the RX22E gas tank's flame would last too long on dedicated servers
-Increased SSC Sound Blaster's bowel disruptor damage
-Reduced the time the bowel disruptor effect takes to work
-Decreased the SSC Sound Blaster's rate of fire for both the primary and secondary firing modes
-Lowered the position of the SSC Sound Blaster when using the iron sights
-Changed the SSC Sound Blaster particles so that they disappear more naturally
-Fixed SSC Sound Blaster log warnings
-Made the SSC Sound Blaster's primary fire unable to disarm allies in team games
-Replaced the farting sounds for the SSC's bowel disruptor with louder sounds

-Beta 1:
-Initial release

Download links:
ModDB
MediaFire
 
Last edited:

Carbon

Altiloquent bloviator.
Mar 23, 2013
557
10
18
Thanks Al! You are pretty tireless too it seems...your work is much appreciated! :)