FYI, the native settings version of this mod breaks my grenade damage tweaks (and that of other mods such as Hardcore22). Not sure why so but no problem, pretty easy to adjust settings through the lua file.
Gonna be honest, half of my mods I don't know half of how they work and what they actually do lol but those are apart of the heals and grenades. I haven't tested them personally. If you find out exactly what they do let me know!!
is there a way to edit the duration of a grenade? like for example is there a way to make the smoke grenade last longer then it defualt does. the default is only like 8 seconds, such a lousy smoke grenade. is there a way to edit it to last longer than that??
thanks alot for the mod and all your hard work bro. your literally the only one so far that i have seen to make a mod that addresses the low number of grenades/medicine plus the recharge. your a living legend
Was this ever added? not sure which value to change or what to put, i've tried changing all of the grenade ones but nothing seems to have changed the duration of smoke.
Hey Egg, might it be possible to buff Ozob's Nose? Seems they made its range the same as the normal frag so it's no longer even useful for that, and its damage is lower, not to mention you can't find upgraded versions of it so it can never get beyond tier 5. Would love it if I could edit its damage and radius in a file for example.
Would it be possible to separate the healing and grenade charge scripts?
I've been using Existing Consumables to restore the finite item mechanic from pre 2.0. I like the vanilla charge delay for health items, for the extra difficulty and more realistic nod to drug tolerance; however, long charge delays for finite grenade items feel a bit out of place, especially with how expensive they are.
Uploaded mod with notes to edit both grenade and medicine. They are both set to default so edit them to your linking!! Let me know how it goes, thanks.
37 comments
Thanks for the mod.
I would like to ask though, what does those two settings do?
1. Total amount: base charges
2. Max charge multiplayer
I've been using Existing Consumables to restore the finite item mechanic from pre 2.0. I like the vanilla charge delay for health items, for the extra difficulty and more realistic nod to drug tolerance; however, long charge delays for finite grenade items feel a bit out of place, especially with how expensive they are.