its more the fact a weapon cannot get its true potential because it lacks the ability to have mods put on it. there are very limited selections when it comes to the weapons in game currently, and overly restricting it just makes it worse. good example would be the M60. cant have any scope, already throwing a ton of selection away.Afaik, they are how they should be. A folding stock on an old repeater makes no sense. Same with the bipod.
The Arizona Scout is a nod to the Gobi sniper from New Vegas. It couldn't have a silencer either. Part of a balance since it was better in almost every way to the normal heavy sniper.
Damn, looks like I forgot to change the name of that AK in mine. I'll fix it on my end, but I don't know when I'll update again.I found a strange bug the creature pack humans ak47 humans dont shot whe i install your mod, any ideas why?
Thanks for the tip. I've noticed similar behavior, but I wasn't sure what exactly the problem was (87 mods installed, 87 potential culprits lol). Although, I'm not quite sure - is it only the AK47 that's having this issue, or maybe other weapons too? Because I saw some other NPCs with crossbow and bows that were taking their sweet time around the hordes of zombies and then just decided to fight them all with bare hands instead of their ranged weapon lolDamn, looks like I forgot to change the name of that AK in mine. I'll fix it on my end, but I don't know when I'll update again.
If you have N++ and aren't scared editing some files, do a search and replace for gunBanditAk47 and change it to gunBanditAk47_b in items.xml and entityclasses.xml. That should fix the issue.
thanks i get on itDamn, looks like I forgot to change the name of that AK in mine. I'll fix it on my end, but I don't know when I'll update again.
If you have N++ and aren't scared editing some files, do a search and replace for gunBanditAk47 and change it to gunBanditAk47_b in items.xml and entityclasses.xml. That should fix the issue.
I was also wondering about effect_group names. I've noticed that in vanilla, effect_group names usually match the name of the item, but some of the items in this mod have different names in effect_group, like <effect_group name="gunBanditMR10"> inside <item name="gunBanditHSniper_b"> etc.Yeah, I've changed them around a lot. I originally planned on having them use mostly weapons from my mod, but I haven't had any luck since they never wanna shoot my guns for some reason. So that was probably a copy/paste issue. Think I got that one sorted as well.
If you guys see any other ones, let me know.![]()
I can imagine, small guns won't just cut it. We need supermutants with their big clumsy hands shooting some big guns too lolBelieve me, I'm not happy about it. Lol. I tried everything I could think of. Even imported a vanilla weapon into Unity, simply swapped meshes to one of mine, and exported it. They wouldn't shoot still. I'll definitely take another look at some point. Hopefully we see some new TFP Bandit code soon. Should help with some of these issues.
And believe me, the Fat Man was one of the first ones I was trying. Lol.
Strong not afraid of shadows. Go away things in shadows!
nah i noticed it! it seams to vear to the left... or right, so taking off is a bit of a issue.The controls for the duster bi-plane are absolutely miserable! Or am I missing something? It is possible Im an idiot![]()
LOL i had that same problem when i used the pingperfect mod installer, it just added the whole filelist from your github. made a quick archive folder in mods and dropped all the extras in it, problem solved. should probably go back and delete those now.@mr.devolver Np.![]()
I almost kind of want to not tell you the problem and see if you can figure it out...Lol.
Here's a hint...you're running the collection mod which contains all of the vehicles...and then also trying to run all the separate modlets.....
The block named "spawnTJ2" has been removed from this mod, most likely you need a new save and the latest update of the modHi Folks, trying out the vehicle pack mod and encountering something I cant figure out, the vehicles work perfectly (Really nice work!), but I cannot get the mechanic trader POI to load in as it is using a block named "spawnTJ2" which is unknown.
Cant find anything googling this, and I am not long back to the game so figured it may be something that changed between 19.0 and 19.1?
If anyone has an idea, let me know, the POI looks like fun but this one is over my head ^_^