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I wanted them to have a more game-like feel to them. They are made more to compete with spacer weaponry in a way so you can last from early to end with these. I can only say the AP values are thought up on a basis that "Mutants have thick hides.". Might look into that, though.
Your second question - They don't spawn on NPCs
This is deliberate. The designs are meant to be original to your colony instead of entirely widespread around the world. "Us against the world" feeling.
Have a good day!
1.1 compatibility will have to wait for CE to move up to 1.1 compatible first.
I never learned much on how to make non-CE weapons, nor am I any good at trying to handle the stuff like it's accuracy.
That makes sense though, thanks
I wanted to follow Exodus, so here we are.
I only added the extra Redux guns because I liked the aesthetics..
And I'm fairly sure someone else would at least appreciate those aesthetics as much as I do
But you know, with the Bastard, you're not missing out too much anyway.
I might be remembering this wrong, as it has been a while since I've played Metro, but I swear the Bastard uses the same ammo as the Kalash, but with this mod it uses .44, the ammo for the pistol... Not a huge problem, just something I noticed and wondering if that was intended or not
I loaded this mod near the end of my modlist, if that might help.
I added armor penetration values to them. I have no idea what changed since CE updated.
But now if it DOES work, the ammo should be able to pierce armor and stuff again. There finally won't be a case of some guy's poor duster shrugging off these!
Might use both for now tho
Somehow I can craft the weapons while you can't.
I can't actualy craft these weapons
Pawn takes needed resources, place it on a workbench, and when work bar (or how it named) comes to an end nothing happens
Is it impossible to execute without combat extand?