Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamproxy.net/sharedfiles/filedetails/?id=2155304980
Hope this helps anyone!
sorry, but I couldn't make the torch light up when equipped. It needs some coding.
I support this please make a standalone torch mod that lights up when equipped. It will be perfect for realistic darkness mod and dual wielding it with dual wield / sidearm mods.
Can i suggest you please also make a standalone version of your torch. You are the first person to ever create a carryable torch (that i know of). The only other options are the flare mod & the miners helmet. Which aren't really suitable nor compatible for low-tech playthroughs.
Hey, I am a fan of your work and getting into modding. I was wondering how did you scale the weapons up? I would love to do so in my mod.
If they axe instead had a delay of 3.00 instead of 2.00 (which is faster than the gladius having a 2.20) it would balance the weapon out to a reasonable option. I hope I don't sound like a jerk. I would just really love to see a balanced mod for melee weapons.
Pike => Glaive
Stick => Staff (or Quarterstaff)
Machete => Scimitar
Otherwise love the mod. Just got it and I am anxious to see how well it balances out with the vanilla weapons.
@phurgawtin Currently you can delete those weapons you don't want. I may consider upload a non-modern weapon version if I manage to update...this.
@Sigurd Emm...Thanks for fulfilling my poor knowledge. I think I actually mixed a few stuff together at first.
@Freeasabird Shishkebab can't work on mechanoids, and it does not have a good damage output. Might be useful in early game, but don't really shine in late games in my test.
Oh, and yeah. I think I should adjust its stats a little bit. Maybe reduce the chance to successfully setting fire?
@dumbledoreisreallygay Should be no problem if the added material is tagged as "metal"
@strangeangel24601 I'll surely add that if I do update this mod. I had been looking for more paralyzying weapons to be added.