Steam installeren
inloggen
|
taal
简体中文 (Chinees, vereenvoudigd)
繁體中文 (Chinees, traditioneel)
日本語 (Japans)
한국어 (Koreaans)
ไทย (Thai)
Български (Bulgaars)
Čeština (Tsjechisch)
Dansk (Deens)
Deutsch (Duits)
English (Engels)
Español-España (Spaans - Spanje)
Español - Latinoamérica (Spaans - Latijns-Amerika)
Ελληνικά (Grieks)
Français (Frans)
Italiano (Italiaans)
Bahasa Indonesia (Indonesisch)
Magyar (Hongaars)
Norsk (Noors)
Polski (Pools)
Português (Portugees - Portugal)
Português - Brasil (Braziliaans-Portugees)
Română (Roemeens)
Русский (Russisch)
Suomi (Fins)
Svenska (Zweeds)
Türkçe (Turks)
Tiếng Việt (Vietnamees)
Українська (Oekraïens)
Een vertaalprobleem melden
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.