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That is, the size specified for a weapon, is Compatible to Hotbar, so that it also affects mod weapons.
Such a mod also makes these weapons fit in backpacks without requiring a separate weapon slot for larger weapons.
But there are also mod weapons that such a mod doesn't work on, which is why I don't know which mods and which weapons it works on, so you have to look at things like that in the editor, where you then put everything in cabinets and see where everything fits.
Mod names as abbreviations: EHA, CoL, THG
I don't know, but "EHA" could be "Enhanced Armaments."
So read for yourself how well it could work and what you arrange the Mods.
(and also how well with RRR Armaments? )
If it's displayed, all you have to do is launch the in-game editor and place the desired weapons in a cabinet, start the test, and see which of these weapons displays the effect.
The wiki only mentions the revolver, hand cannon, and alien pistol for the original weapons.
That's why energy pistols could also count, or even some of the pistols like the heavy pistol. There are no normal pistols in the original game, so any pistol that counts as a pistol could work.
If so, which ones?
Items with "Revolver" in their names?
Or does it only apply to the basic Revolver and Hand Cannon?
Sorry for my bad eng. this is to writen by translator
Then upload both parts, including the weapons, as a package in case someone has other equipment that would conflict with this one but wants these weapons.
If there is only permission for the equipment, then not the weapons as an extra mod.
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I'll continue to use these because everything works for me. / Except for the lasers, whose batteries can't be charged with power from the generators. At least they have slightly more to higher damage to compensate.
Or take out the files for the equipment you want and put them where you need them.
If everything is in one file, have deleting things.
And then you have to rename and relocate the disassembled mod, since it changes again with every update.
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For me, it's fine like this. The good thing is that the original weapons aren't removed or made weaker, just that you can have new ones.
I've read mods that say they're removing the original weapons with new ones, and others where the new ones are so strong that the old ones are bad and the enemies are made more stable.
Went through and cleaned up a lot of the really long descriptions on some items and fixed a few things I noticed that were wrong.
Next planned update series is to get more wreck/alien/abandoned station loot going that is more unique with alternate rare helmets, armor and of course weapons to keep things rolling without bloating up the fabricator or choice paralysis.
Having them as wreck/abandoned loot alongside reputation makes them more valueable, you can still hoard them for a rainy day and with the changes they clear hallways much better
I have a test in the game editor where I always look at everything before adding anything to my save.
All items that come from mods or are changed by mods are displayed in the editor with additional names under the items. For items, you unfortunately have to go through all the sections to see what's changed in the original and what's new.
If you know what you're doing, you could alternatively look at the mod files and see what's written in them, but that's far too complicated.
It should only have this change as a small add-on mod, which everyone can then freely decide to add.
Perhaps it could be created to run without the main mod, if it makes sense not to need the main mod for this change.
And of course, as an add-on mod, it must specify the main mod, and as a standalone mod, it must also specify which mod it is based on to avoid bugs if someone wants to use both mods, have the correct loading order, or if someone wants to change something in the mods for themselves.
There are a lot of older mods that are no longer maintained that might be a good starting off point.
Should the info where it is about mods be clearer. / That other this read the same.
And it should be full names, for example the abbreviations don't mean anything to me, especially if you would find mods based on them, the abbreviation is no longer correct.
Unless you enjoy explaining over and over again which ones don't work and what happens if you use them together.
VWO uses dynamic bloom of fire to allow weapons to be more accurate on the first few shots but have different recoil profiles for follow up shots or controlling automatic fire. However this makes the weapon skill requirements a little more loose due to some back end coding requirements to make this work correctly. You can read more in the description but there are a lot of minor adjustments to damage
The two aren't really cross compatible, you really should choose gun overhaul mod and stick with that, however there are no errors just whichever mod is loaded first will use its version of vanilla weapon items. That being said I will not trouble shoot any weird issues between the mods since they are not intended to work together.
Unless there happens to be a common cool down time built in, you can switch to one that has no heat.
If they all have their own heat, having multiple weapons of the same type only benefits a player if you have the ability to build them.
And the energy weapons have enough shots and last long enough to fight several enemies, if you really have to fight a lot you rather take one of the MG's which are also better suited for this because of the amount of ammunition as they do not overheat.
With the mod you have a better choice for everything than the few original weapons, where you actually only use 3 or 4 weapons, in this mod there are more and you can find better. / Than just in Original the best to build and that was it.
You can't compensate for the energy weapons either, except to make them useless because of low ammunition, where ammunition production then becomes too expensive even if it is simpler materials, the only advantage of these weapons would then be accurate, and then the cooling down interferes.
So everyone prefers to take a projectile weapon that is somewhat inaccurate but can fire infinitely as long as there is ammunition that is cheaper to build, and the accuracy is immediately there if you don't fire for a short time.
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Your weapons are fine as they are.
And even multiple energy weapons aren't a problem, only you have the necessary materials to build them.
I didn't write anything about 3 projectile weapons, that would be useless because of too little ammo and too inaccurate weapons. ( Especially not SMG'S which have much less ammo than light assault rifles or LMG's that go into the hotbar. )
1 weapon and 2 stacks of ammo, and 1 free space to not have to throw away the empty magazines.
With 3 energy weapons much more effective where each has a lot of ammunition, which are very accurate and waste so little ammunition, and have to cool down after a fight.
After the fight you have enough time to take them all until they cool down.
Depending on the weapon and how many magazines you have per slot, and you otherwise use 1 weapon and several magazines, you would then occupy the amount of slots with one weapon each, since these weapons are more accurate than normal projectile weapons, so you can get by with 3 weapons with large magazines as well as 1 weapon and 2 other stacks where there is also an empty stack, but the energy weapons have nothing to change and you don't need free slots for empty magazines.
Only this is done by someone who has no problem getting all the material together to build these weapons.
So only for bots a problem that only touch the weapon to shoot and let go again if they do not shoot, not yet used with bots, and in the editor you have to build the environment so that bots can shoot at enemies so that you can see exactly how they fight with them.
This is less of a problem for Player.
For bots already because they only pick up a weapon when they shoot and then let it go immediately, so you would have to regularly switch to bots activate the weapon and wait until they have cooled down, because at some point only used by bots should be overheated and can no longer be used, only when you dock where it is reset, so you would have to do that yourself more often with one if in a ride one has used his.
It should be similar to your light pistol, but I think yours has more ammunition.