This mod is used with the DMT modding tool. You put it into the DMT mods folder and compile it with DMT modding tool. It will place the necessary stuff in your game folder automatically.
Notice how the thread has DMT label. It also doesn't work with EasyAnticheat as any other DMT mod.
(at 00:19 onwards it's demonstrated how to use the command and what it does)
Long time ago TFP locked the hands/weapon FOV and set it to extremely low (45, lower than console games) because the hands model looked bad. Now they fixed the hands model (Magnum holding anim still looks bad but w/e)...
I just binge-watched the first 4 dev streams. I've been waiting for these kind of update for years (especially the redoing of the lighting/color space). It's just wonderful. I just hope the performance is not worse like in every update before. But there is 2 things I wanted to see improved that...
I imported a gun, into the game, with animations for fire and reload but a perk that increases reload speed messes up the animation of the gun because the animation is timed for normal reload speed and plays for longer than the actual reload. Is there a way to speed up animations based on stat...
That's why the system should be modable. If 1 person enjoys only killing Zs to progress, great. If another doesn't like that he should be able to mod it (through XML). The Alpha 16 skill system almost had that. TFP just needed to put PlayerLevel as requirement to perks (perks were the skills...
That point really pisses me off whenever I see it. I for example don't like the A17 skill system (one of the main people complains). It's really game breaking for me. But I STILL PLAY A17. PLAYING A17 DOESN'T MEAN I/YOU LIKE EVERYTHING ABOUT THE A17!!!!!!!!. So I'm one of the people that like...
In A17 I have the same problem in multiplayer. I can always spend the points I have but I don't want to spend them on the skills that are available. So sometimes I just end up with 20-35 points waiting to me level up so I can level the skill I want. I don't want to be Jack of all trades. I want...
It's very strange that they didn't just add "PlayerLevel" value to the required_skill_name XML_attribute and just make everything <perk> (That would essentially become the A17 skill system). Why did they spend time rewriting the whole skill system when the could just expand the old one and...
Just messed with A16 XML files and I couldn't find anywhere something about what action you should do to level a skill. Is this hard coded?
If TFP bring back the A16 skill system (level by doing + points) we should be able to set what action levels the skill.
And if you want to make it behave...
By A16 system I meant the A16 skill system. It's far more flexible than A17 one. I didn't mean modding in general. Modding in general is way better in A17.
Lets say I want to level the strength attribute only by doing specific things. I can't mod the game to behave like that with the A17...
What to vote if I want for example most of the A17 system but the main attributes to be leveled by doing? There is no such option. The choice is between A16 system that sux (Craft 99999 stone axes (yeah!!!!!! very fun) or shoot 3000 pistol rounds then shoot 3000 ak rounds because you are only...
I don't think they will. Joel already responded earlier in this tread that he didn't like the system where you are forced to do things. But the A16 system had problems.
1) Some perks required obscene amount of grinding .
2) You could still spend points (obtained by doing another thing) to...