Captain 2.0.1

I recognize that for those who are not initiated, BOPE looks like a sect. But that's just how we have to be. Our men are formed on the basis of beatings. To get in here, the guy has to prove he can handle the pressure.

A new trader based on Captain Nascimento, character from the movie TROPA DE ELITE, he will sell weapon presets, new ammo, and armour, rigs and backpacks.




Changelog:


Now Trader's image is different to be more lore friendly;




Ammunition has now been changed to look more like their real-life counterparts and make more sense in-game


".458 SOCOM - Slow but very powerful ammunition";


"6.5 Grendel - More powerful than the 5.56x45mm but with more recoil"; (From lvl2)


"6.5 Creedmoor - More penetration than 7.62x51 but less damage";




New weapons:


HPE-140 - New compatible AR-15 weapon with 5.45x39 ammo (Creation of my friend TRON, all credits to him);


SA-58 (FAL) - Now selling FAL with 6.5 Creedmoor ammo;


Changed appearance of the 458 SOCOM skin, now compatible with 6.5 Grendel, and change in your basic preset; (All credits to ATLAS - I just changed the texture)


M700 sale now at lvl 2; (With a good preset)


Change of Vintorez and SBR-57 to lvl 2, to be more compatible for when these ammo are released in the game;




Cartridge Change:


.458 SOCOM now with 7rd(lvl1), 12rd(lvl2) and 18rd(lvl3);


New cartridges for 6.5 Grendel;




New barrels for AR-15, with 277mm and 379mm (All credits to ATLAS - I just changed the texture).




Many thanks to everyone who provided tips in the comments;


Thank you TRON for all the support with the mod without him I would not have been able to do this update, and I couldn't even make this mod;


JustNU, RockaHorse and ATLAS for the bundles used in the mod, without them this mod would not exist.


Guys I hope you are enjoying the mod.

I used several files in this mod, from Life-Death Trader, I couldn't talk to him so if anyone could thank him for me I would appreciate it, and also since I couldn't talk to him I don't know how to give due credit to everyone who helped him in your mod, as the creator of Vintorez, SBR and the .458 SOCOM, if you know them let me know so I can give due credit to everyone.





  • Version 2.0.1

    New version that should fix bots not spawning bug.

  • Version 2.0.0


    I recognize that for those who are not initiated, BOPE looks like a sect. But that's just how we have to be. Our men are formed on the basis of beatings. To get in here, the guy has to prove he can handle the pressure.

    A new trader based on Captain Nascimento, character from the movie TROPA DE ELITE, he will sell weapon presets, new ammo, and armour, rigs and backpacks.


    Changelog:

    Now Trader's image is different to be more lore friendly;


    Ammunition has now been changed to look more like their real-life counterparts and make more sense in-game

    ".458 SOCOM - Slow but very powerful ammunition";

    "6.5 Grendel - More powerful than the 5.56x45mm but with more recoil"; (From lvl2)

    "6.5 Creedmoor - More penetration than 7.62x51 but less damage";


    New weapons:

    HPE-140 - New compatible AR-15 weapon with 5.45x39 ammo (Creation of my friend TRON, all credits to him);

    SA-58 (FAL) - Now selling FAL with 6.5 Creedmoor ammo;

    Changed appearance of the 458 SOCOM skin, now compatible with 6.5 Grendel, and change in your basic preset; (All credits to ATLAS - I just changed the texture)

    M700 sale now at lvl 2; (With a good preset)

    Change of Vintorez and SBR-57 to lvl 2, to be more compatible for when these ammo are released in the game;


    Cartridge Change:

    .458 SOCOM now with 7rd(lvl1), 12rd(lvl2) and 18rd(lvl3);

    New cartridges for 6.5 Grendel;


    New barrels for AR-15, with 277mm and 379mm (All credits to ATLAS - I just changed the texture).


    Many thanks to everyone who provided tips in the comments;

    Thank you TRON for all the support with the mod without him I would not have been able to do this update, and I couldn't even make this mod;

    JustNU, RockaHorse and ATLAS for the bundles used in the mod, without them this mod would not exist.

  • Version 1.1.0

    A new trader based on Captain Nascimento, character from the movie TROPA DE ELITE, he will sell weapon presets, new ammo, and armour, rigs and backpacks.



    Thanks to JustNU, Tron, RockaHorse for help with the mod.


    Images

  • Version 1.0.0

  • For any suggestions or requests please comment, as it is still a WIP mod, I intend to improve with time, as I still have several ideas that I want to add.

    animeokay

    • Can you add some quests? :S

    • It's my next goal, I still don't know how

    • Start with Virtual's Custom Quest loader.

      Feel free to use Goblin King for examples as well.

    • This is my first time making mods, so I'm still learning

    • add some preview images like the traders inventory and the presets/gear he sells

  • I've got no idea how to install it or if it needs any other mods to work properly, i get a huge line of errors trying to launch with it installed.


    can anyone help me.

    • Hello, there is a new version that I believe solved the error

    • You don't need any other mods to work, you just put the mod in your mods folder

  • sorry about my halfed error comment but this are the issues i get without CAPTAIN 2.0.0

    Error: ENOENT: no such file or directory, scandir 'user/mods/Urasai-CaptNascimento-2.0.0/db/'

    Error: ENOENT: no such file or directory, scandir 'user/mods/Urasai-CaptNascimento-2.0.0/db/'

    at Object.readdirSync (node:fs:1405:3)

    at Object.readdirSync (pkg/prelude/bootstrap.js:1309:35)

    at VFS.getFiles (C:\snapshot\project\obj\utils\VFS.js)

    at ImporterUtil.loadRecursive (C:\snapshot\project\obj\utils\ImporterUtil.js)

    at SampleTrader.postDBLoad (A:\SPT\user\mods\Y\src\mod.js:58:39)

    at PostDBModLoader.executeMods (C:\snapshot\project\obj\loaders\PostDBModLoader.js)

    at PostDBModLoader.onLoad (C:\snapshot\project\obj\loaders\PostDBModLoader.js)

    at App.load (C:\snapshot\project\obj\utils\App.js)

    Error: ENOENT: no such file or directory, scandir 'user/mods/Urasai-CaptNascimento-2.0.0/db/'

    Error: ENOENT: no such file or directory, scandir 'user/mods/Urasai-CaptNascimento-2.0.0/db/'

    at Object.readdirSync (node:fs:1405:3)

    at Object.readdirSync (pkg/prelude/bootstrap.js:1309:35)

    at VFS.getFiles (C:\snapshot\project\obj\utils\VFS.js)

    at ImporterUtil.loadRecursive (C:\snapshot\project\obj\utils\ImporterUtil.js)

    at SampleTrader.postDBLoad (A:\SPT\user\mods\Y\src\mod.js:58:39)

    at PostDBModLoader.executeMods (C:\snapshot\project\obj\loaders\PostDBModLoader.js)

    at PostDBModLoader.onLoad (C:\snapshot\project\obj\loaders\PostDBModLoader.js)

    at App.load (C:\snapshot\project\obj\utils\App.js)


    i have both installed and cannot launch game without 2.0.0 and with 2.0.0 the bots will not spawn

  • Is it just me or is the 6.5 creedmoor ammo model the same as .308? Thought casings were supposed to be slightly shorter and fatter with 6.5. Honestly dont know if its worth the hassle of adjusting the model either.


    Otherwise, cool mod with some cool guns!

    • Unfortunately I didn't learn how to create custom ammo models, the .458 SOCOM are from the Life - Death Trade mod, the 6.5 both Grendel and Creedmmor are the same as the base game

  • Please atleast say your using mostly stuff from Life-Death trader by Life and actually credit him man, your beaking his CC-BY 3.0 licence by not... other then that, good new content, Keep up the good work :) (Life probally doesnt give a shit, but its important to follow licences!)

    Thumbs Up 1
    • Hello, I actually don't know how these licenses work, because I used several .json files from different people who sent me, so that's why it might be with the different license

    • My first desire in this mod was just to update Death Trader to the new versions of SPT, but after receiving a lot of help from TRON, the mod ended up evolving, so I went to talk to JustNU, if I could use its black armor files, which Life I also use it there as it was released, my idea was to add a lot more things, then the mod ended up getting bigger and bigger

    • I didn't get Life's contact so I could get in touch with him to see who had helped him create Vintorez, SBR and the other things in his mod, because I want to give credit to everyone if you happen to know, let me know I'll put it in the mod description, this is my first mod ever so I end up making mistakes.

    • Mistakes a good, it lets you learn, uhh in this case since its mutiple licences probally just credit them in the description, and set the licence to fully open source, Im no expert so haha, not 100% sure,

    • Thanks, I wanted to add new weapons like the QBZ that you added, I saw that you used the SDK but I don't even know where to start to add a new weapon lol

  • For everyone else having the problem of BOTS not spawning, I think I found the problem and will be posting a new version tonight.
    If you can test and report me I will be very grateful

    • Bots are spawning again, no problems so far.

    • Great

    • Bots are spawning again , but they are not firing their weapons. They will throw grenades if they have them but won't shoot.

    • Nevermind. not this mod. I downgraded the mod, and they still aren't shooting. Idk what it is

  • So I am having an issue many are having with no AI spawning at all but I am using the recommended spawns mod (MOAR)
    as far as I am aware I do not have any other bot modifying mods enabled other than one that makes factions friendly within themselves could that be the cause and if so is there a potential fix to spawn errors planned in the future or will I have to choose one or the other?

    • Hello, there is a new version that I believe solved the bots error

    • I just did a play test with some other spawn mods and conflicts appear to be fixed. thank you.

  • Causes to not spawn, probably conflicts with KMC Server Value Modifier, from the other comments I have seen.

    Thinking 1
    • Hello, there is a new version that I believe solved the bots error

      Happy 1
  • Breaks BSP and SWAG.

  • This mod breaks the game for me when using KMC Server value modifier. Tried a fresh install and new profile, still didn't work. The game will launch normally if I don't use Server value modifier but then I loose all my settings. Also the 458 socom has a visual bug when the magazine is removed or a bullet is chamber.

    • Hello, there is a new version that I believe solved the bots error

  • Conflicts with BetterSpawnPlus

    • Hello, there is a new version that I believe solved the bots error

    • Ty so much <3

  • https://imgur.com/a/x8h1d0y


    Some parts of the FZ Imbel IA5 are blue, missing texture maybe?

    • I saw the ATLAS mod where he left some parts of his weapon golden so I tried to do something similar

    • to make it blue?

    • Blue was the one that turned out the way, I wanted, red was too light

    • One thing i came across while testing the weapons, the FAL on auto mode will dump all mag in one shot

    • I'll take a look and post an update

  • The Raptor charging handle for AR-15 Red of the FZ Impel IA5 has the placeholder model of the dodge.tSzQolU

    • I was unable to reproduce this error

  • Your mod gives errors in console "Failed to read '_props'" and blocks spawns for bots

    Crying 1
    • Are you using POOP?

    • I am getting the same Error but I am NOT using POOP. I am currently using SVM.

    • I'm also getting the same error and no spawning bots. I am not using POOP. I am currently using MOAR.

    • nah, I don't use any "better spawn" mods or POOP, and still got that problem

    • I also had this error, and I also do not use any "better spawn" mods

  • So the mod seems to be conflicting with something.




    Here is my mod list


    • Maybe it could be the POOP? because I'm using MOAR and the bots are being generated

    • I will install and test to see if it would be him

    • It's possible, POOP just messes with AI though.

  • I'm getting errors for bot equipment generation, which fixed after I went back to the previous version


    TypeError: Cannot read properties of undefined (reading '_props')
    TypeError: Cannot read properties of undefined (reading '_props') at BotEquipmentModPoolService.generatePool (C:\snapshot\project\obj\services\BotEquipmentModPoolService.js)

    Crying 1
    • I've got the same problem. Also, bots refuse to spawn. All maps are empty, even when I'm doing a Scav run.

    • Are you using POOP?

    • same issue here. pretty sure it's POOP because that's the only spawn mod I have installed.

    • I use MOAR and had no issues with spawning

    • yeap using POOP with variety

  • is this the same as Nascimiento Mod?

    • Yes but with some changes

  • I don't know if it was fixed in your latest update but the creedmoor gun is still glitched out and can't fit any ammo or the mag is wrong idk lol

    • I'm planning to release an update by the weekend with new weapons and a fix for this issue

    • I fixed this error in the new version

  • 458 also does not need a special upper/lower receiver either. It needs a barrel and BCG.. nothing else.

    458 SOCOM:
    1. Fits in a stanag, single stack.
    2. Does not require modifications to the upper/lower receiver, nor does it require a proprietary upper/lower receiver.
    3. All you need to do to convert an m4/16/ar15 to 458 socom is change the barrel and BCG.

    • I used Life Death Trader as a base for the weapons, as this is my first mod, so in the new update I will balance the ammo first

  • 458 socom also fits in MOST standard magazines, without modifications.

  • Overall pretty cool, and offers me a good framework to work with.
    Ballistics don't make any sense. so fixing all the ammo and guns.. but other than that, this update actually works. the initial version wouldn't allow me (and many others) to join raids.

  • 6.5CM will not fit in any mags in the game.

    • I take that back, it fits the M1a 6.5 mag that comes with the mod but no other magazines. Redownloaded the mod and reinstalled to see if I screwed something up when I put the mod in initially.

  • What do you guys think about removing the M1A and switching to a sniper? like the M700 that was before?

    Change the 458 SOCOM preset to be more like the standard M4?

    Put the SR-25 at lvl2 and instead come back with the SA-58 (FAL)?

    And according to the idea of @Peeta try to make the explosive and flash 12ga?

    • Maybe the t1 458 with the m4 carbine handguard and carry handle instead?
      If you want to change the socom preset, maybe take a look at Peacekeepers t4 M4A1 preset, I love that look. Though I always add the 45 degree sight mod to the rear sights, I think it looks way better^^.
      I think swapping the M1 back to a sniper is a good idea.
      And did you say flash 12ga? Yes please!

  • Thanks for the update!
    A few things though:
    You might want to add a changelog to the version description, and the pictures you have there in the moment to the general mod overview. You can take a look at how rockahorse does it with his mod "Goblin King".


    Goblin's versioning


    Additionally, I noticed you removed several items. You should add a note to your update that users need to remove the respective items from their inventory before the update, or the save file may not work (unless you somehow countered that?)

    Do you plan to bring those items back in? I quite liked the choice.

    • I'll be bringing them back just with the new ammo added.

      As I used several mods as a template, I wanted to make everything work together first.

      In the next update I will bring the helmets back, and change the weapon presets, I want to try to make it as balanced as possible with the idea of the game.

      He will be a trader who will sell you good equipment, but will charge you for it, so they will be more expensive than yours original counterpart, but you will have access earlier, then it would be up to the person to choose his style of play, use the original traders, or use better but more expensive equipment.

  • You forgot to add armor type (light,heavy) to all the new armors, (add "ArmorType" "Light", "Heavy" or "None" to props)

    Captain Nascimento's name cannot be contained and is spilling out of the box in the trade menu.


    Also, the 6.5 SR-25 doesn't have a mag that uses 6.5. The vintorez doesn't sounds suppressed.


    Could you also look into bringing back explosive/flash rounds for 12ga and other calibers, other ammo mods seems to not work right now.



    Great mod overall.

    • The SR-25 uses the original 762X51 magazines if I'm not wrong.

      About vintorez, I'll take a look this weekend.

      About the name I will be decreasing its size.


      If you could be giving me your thoughts on the values, and tiers of the mods, and tips on weapon presets, I would greatly appreciate it


      I want to try to make it the most balanced with the game.

      My idea is that he sells good equipment early in the game, but will charge you more for it.


      My next gun idea would be an all black RSASS. :lolivodka:

    • That sounds good, what if you throw in the fun switch and add full auto to it.

      I just mess around with the stuff so I usually don't use presets and don't care about the balancing and tiers. I don't think having a custom ammo type would work out that well early game since nothing spawns with them. Unless you are planning on adding a 5.45 AR-15 that might work.

    • 5.45 AR-15 sounds fun, maybe raise vintorez to lvl 2, as prapor only sells ammo from lvl 2, Then put the 5.45 in its place.

  • TINHA Q TER UM BR FAZENDO ISSO NÉ KKKKKKKKKKKKKKKKKKK

    • É nois :lolivodka:

      Thumbs Up 1
    • po, orgulho de ver um BR metendo o nosso capitão aqui vey, é nois pra caralho animehappynod

  • might just not be compatible with SVM, *softcore, or Realism but this is the error I get and it sticks on the loading screen at "local game starting" seems to be something with ammo? i dunno personally, just a guess.


    TypeError: undefined is not iterable (cannot read property Symbol(Symbol.iterator))

    TypeError: undefined is not iterable (cannot read property Symbol(Symbol.iterator))

    at ItemHelper.drawAmmoTpl (C:\snapshot\project\obj\helpers\ItemHelper.js)

    at ItemHelper.fillMagazineWithRandomCartridge (C:\snapshot\project\obj\helpers\ItemHelper.js)

    at LocationGenerator.createStaticLootItem (C:\snapshot\project\obj\generators\LocationGenerator.js)

    at LocationGenerator.generateContainerLoot (C:\snapshot\project\obj\generators\LocationGenerator.js)

    at LocationController.generate (C:\snapshot\project\obj\controllers\LocationController.js)

    at LocationController.get (C:\snapshot\project\obj\controllers\LocationController.js)

    at LocationCallbacks.getLocation (C:\snapshot\project\obj\callbacks\LocationCallbacks.js)

    at RouteAction.action (C:\snapshot\project\obj\routers\dynamic\LocationDynamicRouter.js)

    at LocationDynamicRouter.handleDynamic (C:\snapshot\project\obj\di\Router.js)

    at HttpRouter.handleRoute (C:\snapshot\project\obj\routers\HttpRouter.js)

    TypeError: undefined is not iterable (cannot read property Symbol(Symbol.iterator))

    TypeError: undefined is not iterable (cannot read property Symbol(Symbol.iterator))

    at ItemHelper.drawAmmoTpl (C:\snapshot\project\obj\helpers\ItemHelper.js)

    at ItemHelper.fillMagazineWithRandomCartridge (C:\snapshot\project\obj\helpers\ItemHelper.js)

    at LocationGenerator.createStaticLootItem (C:\snapshot\project\obj\generators\LocationGenerator.js)

    at LocationGenerator.generateContainerLoot (C:\snapshot\project\obj\generators\LocationGenerator.js)

    at LocationController.generate (C:\snapshot\project\obj\controllers\LocationController.js)

    at LocationController.get (C:\snapshot\project\obj\controllers\LocationController.js)

    at LocationCallbacks.getLocation (C:\snapshot\project\obj\callbacks\LocationCallbacks.js)

    at RouteAction.action (C:\snapshot\project\obj\routers\dynamic\LocationDynamicRouter.js)

    at LocationDynamicRouter.handleDynamic (C:\snapshot\project\obj\di\Router.js)

    at HttpRouter.handleRoute (C:\snapshot\project\obj\routers\HttpRouter.js)

    • I use both softcore and SVM and same for me. no realism, so it must be softcore or svm

    • I use none of this and still get the same error

    • new update fixed my errors with softcore/svm.

  • If anyone has any ideas for the mod, especially presets for weapons, values and their tiers, send me a DM on Discord: Urasai#8508.

    Any idea is welcome

  • Error] : The AssetBundle 'patron_65cr.bundle' can't be loaded because another AssetBundle with the same files is already loaded.

    The Creedmore ammo seems to conflict with the regular m61 - 7.62x51 ammo


    https://imgur.com/a/H3HqB9P


    When you start the game and first open the creedmore ammo description, then the m61 one, the m61 will be bugged, it'll say this:
    [Error] : The AssetBundle 'patron_762x51_m61.bundle' can't be loaded because another AssetBundle with the same files is already loaded.

    • Thanks, I'll check and send an update soon

      Heart 2
  • yo i remember watching this movie, fucking gold right here.

    Thumbs Up 1