Make weapon mastery improve your aim, reload and malfunction fix speeds.
Did you know that in the official EFT, you gain 5% movement speed while aiming down the sights per weapon mastery of the used weapon? This mod extends this advantage to also give 5% aiming speed, reload speed and malfunction fix speed per mastery level.
Thanks to CJ for pointing out the function where this stuff happens.
4.0K Downloads
actually build and publish the archive
1.0K Downloads
Changed the name of a GClass to match 3.11. Not backwards compatible with 3.10
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Would it be possible to make a config for this in order to toggle things like reload speed on or off? I’ve been trying to debug why i cannot unload or reload some mags and the most common thing i’ve found for reasons is that the unloading/loading speed modifier is too high, and with my mag drills being elite i’m guessing that’s the culprit (namely this mod and that not being very happy about the speeds combining into super-soldier like speedloading and breaking the entire mechanic as a whole)
hi i just noticed this inside my Bepinex conolse is this safe to ignore?
[Error : Unity Log] TypeLoadException: Could not resolve type with token 01000014 from typeref (expected class ‘GClass1981’ in assembly ‘’)
Stack trace:
System.Reflection.MonoMethodInfo.GetMethodInfo (System.IntPtr handle) (at <8ce0bd04a7a04b4b9395538239d3fdd8>:0)
System.Reflection.RuntimeMethodInfo.GetPseudoCustomAttributes () (at <8ce0bd04a7a04b4b9395538239d3fdd8>:0)
System.MonoCustomAttrs.GetPseudoCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType) (at <8ce0bd04a7a04b4b9395538239d3fdd8>:0)
System.MonoCustomAttrs.GetCustomAttributesBase (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inheritedOnly) (at <8ce0bd04a7a04b4b9395538239d3fdd8>:0)
System.MonoCustomAttrs.GetCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Type attributeType, System.Boolean inherit) (at <8ce0bd04a7a04b4b9395538239d3fdd8>:0)
System.MonoCustomAttrs.GetCustomAttributes (System.Reflection.ICustomAttributeProvider obj, System.Boolean inherit) (at <8ce0bd04a7a04b4b9395538239d3fdd8>:0)
System.Reflection.RuntimeMethodInfo.GetCustomAttributes (System.Boolean inherit) (at <8ce0bd04a7a04b4b9395538239d3fdd8>:0)
HarmonyLib.PatchTools+<>c__DisplayClass2_0.<GetPatchMethod>b__0 (System.Reflection.MethodInfo m) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
System.Linq.Enumerable.TryGetFirst[TSource] (System.Collections.Generic.IEnumerable
1\[T\] source, System.Func
2[T,TResult] predicate, System.Boolean& found) (at <a314714511a14f84b853c03efd8682b8>:0)System.Linq.Enumerable.FirstOrDefault[TSource] (System.Collections.Generic.IEnumerable
1\[T\] source, System.Func
2[T,TResult] predicate) (at <a314714511a14f84b853c03efd8682b8>:0)HarmonyLib.PatchTools.GetPatchMethod (System.Type patchType, System.String attributeName) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.PatchClassProcessor..ctor (HarmonyLib.Harmony instance, System.Type type, System.Boolean allowUnannotatedType) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.PatchClassProcessor..ctor (HarmonyLib.Harmony instance, System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.CreateClassProcessor (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.<PatchAll>b__11_0 (System.Type type) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.CollectionExtensions.Do[T] (System.Collections.Generic.IEnumerable
1\[T\] sequence, System.Action
1[T] action) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)HarmonyLib.Harmony.PatchAll (System.Reflection.Assembly assembly) (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
HarmonyLib.Harmony.PatchAll () (at <474744d65d8e460fa08cd5fd82b5d65f>:0)
MeaningfulWeaponMasteries.MeaningfulWeaponMasteries.Awake () (at <680dd0bb6c2840cc8746cfa98a758794>:0)
UnityEngine.GameObject:AddComponent(Type)
BepInEx.Bootstrap.Chainloader:Start()
UnityEngine.Application:.cctor()
Sirenix.Serialization.UnitySerializationInitializer:Initialize()
Sirenix.Serialization.UnitySerializationInitializer:InitializeRuntime()
This is so huge! thank you so much
hey there will this mod be updated for 3.11? much love
Thanks for this mod! Would it be possible to add a small buff to recoil control as well?
Is this compatible with Realism?
Is there anyway to configure this mod to increase meaningfulness?
Will this mod conflict with CJ’s Skills Extended mod?
No wonder I never noticed with it just being 5% and mastery only being a couple levels.
5% would be great if there were like 5 mastery levels.
what does weapon mastery even do