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initially the addon actually was part of the mod itself, i just split it into it's own thing after i figured the bandits' balancing ain't for everyone
the addon is completely optional, all you're losing without it is not having like 10 themed guns, which is nothing compared to about 300-400 guns from the main mod anyway
i'm having plans to do the exact opposite with a weapon overhaul i'm working on - to rebalance all the other weapons in my vision, and addons to it to rebalance the weapons from the mods i like, to match RF damage standards
the bandits being overpowered is completely intentional, that's the point of the addon that does it
2) no, my mod doesn't change those
3) no, my mod doesn't change those
4) i don't use that mod myself so i can't know, but if the patches are all done right then it should work perfectly fine
5) yes, i don't touch miniknog guys yet, might give them a few new guns later but it shouldnt break anything
1) Does this only affect vanilla enemies?
2) Do villager quest enemy types (rogue samurais, floran cannibals, etc.) count as bandits?
3) Do peacekeeper quest enemies count as bandits as well?
4) Is this compatible with Tougher Mobs With Better Loot?
5) Is this compatible with Miniknog Armor? Which overhauls Miniknog enemies & guards similar to this mod, and gives them plasma assault rifles.
Идея хорошая, но если я правильно помню в файле не прописаны фразы для рас кроме людей, и если я их не добавлю сам они просто будут моментально помирать вместо стрельбы по тебе.
Ну и плюс у других рас своих разновидностей бандитов полно, куда ещё то?
Мало как будто ебучего уничтожения земли - еще и приходится остатки самому геноцидить. А ради кого?
I love and hate that
Cool mod on its own though
use humanoid avali maybe
TL;DR: WTF, funny doom man made space game fun