Loving this mod. The magnetic wrist sheathe is one of my favorite additions to this game. One small quirk with it though, whenever I draw it from a cyberarm, it starts a defensive attack but quickly cancels to pull out the knife. This seems to alert enemies (not spotting you but alerted to a noise of the attack) because the attack technically still goes out even though it cancels the animation. For monowire, the defensive attack is so quick that the defensive attack actually has a hit register as well before pulling out the knife. This can make it difficult to actually use for stealth.
Would be nice if there was a separate optional method to equip the knife, maybe like double tapping block or pressing 4 to cycle into it or something like that.
it seems like the knives are affected by Weapon Conditioning, but since they dont show up in the inventory, they cant be repaired to remove the negative effects. so heads up for incompatibility
The wrist sheathe is uneqipping my weapons when i draw the knife. Seems to "replace" my last equipped weapon with the knife, however the slot shows as empty.
Disregard: forgot i had cyberarm cycle installed. this mod was causing the behavior.
weirdly enough, i have cyberarm cycle, and im not having that issue, only issue im having is that i cant draw the knife if i have manits blades or mano wire equipped, which isnt really an issue, because both of those are somewhat "long rnaged", however i can draw out the knife with normal fists(hold 4 to turn mantic blades or mano wire "off) or by using gorilla fists, or just by not having anything equipped
which the throwing knife should technicly be used for stealth, so you wont need to worry to much
and what i eman by mantis blades and mano wire being long range, is the dash ability on manits and mano wire just having really long hit distance
could you make a cyber hand(or maybe even a cyber arm), that works like the wrist knife, or maybe works like the mantis blades/manowire, but instead of a knife/mantis blade/mano wire, its a gun?
Hey friendo, I'm looking at the files here and I wanted to ask you, which file do I need to open up in order to change the model for which knife comes out of the wrist?
noticed that the EquipHiddenKnifeEffector.reds adds this @addMethod(PlayerPuppet) , and so does another mod that i have (more melees more fun and enhanced bullet block) also edit this method, actually overwriting it, already got a annotation about that in my r6 logs.
However does this mean that this mod is incompatible with it?
will test it myself later, will update. testing some other mods right now tho and dont wanna corrupt my safes with too much mod juggling at once, also to limit variables of course. EDIT: everything works perfectly, great work seijax.
This mod doesn't use either @add or @replace notations, and the few wraps are properly set for compatibility. It sounds like you have duplicate installations of another mod, look at the file paths of those warnings
yeah something like that, the MMMF and bullet block edit both the player puppet method when blocking, already asked the op of that mod if im right or maybe there's something else i overlooked. Ah yeah it says wrap method not add, my bad. anyway, will test the extra hands later, that hidden knife stuff sound pretty nova
EDIT: yeah tested it and everything works perfectly with MMMF and bullet block however would it be possible to add an mod slot to the hidden knife in some way? like putting pax on knifes for stealth and mercy. dunno how it would be accessible but maybe it can use the arm cyberware mod slot or even add a second one when having the arm cyberware mod slot mod. or just make a nonlethat variant of the hidden knife? Is there a command that can be added by myself to a script that could accomplish that?
Not sure if the ambush compiler is working correctly. (Or just not displaying the correct information.) I tried adding it via code and via Vic and all I see is +80% damage in stealth
What mods are they uncompatible with becuase if i downloaded this and it didn't appear. They dont appear at ripperdocs but they appear if i type in command name. Can u give me the rest?
81 comments
Would be nice if there was a separate optional method to equip the knife, maybe like double tapping block or pressing 4 to cycle into it or something like that.
Disregard: forgot i had cyberarm cycle installed. this mod was causing the behavior.
which the throwing knife should technicly be used for stealth, so you wont need to worry to much
and what i eman by mantis blades and mano wire being long range, is the dash ability on manits and mano wire just having really long hit distance
However does this mean that this mod is incompatible with it?
will test it myself later, will update.
testing some other mods right now tho and dont wanna corrupt my safes with too much mod juggling at once, also to limit variables of course.
EDIT: everything works perfectly, great work seijax.
It sounds like you have duplicate installations of another mod, look at the file paths of those warnings
Ah yeah it says wrap method not add, my bad.
anyway, will test the extra hands later, that hidden knife stuff sound pretty nova
EDIT: yeah tested it and everything works perfectly with MMMF and bullet block
however would it be possible to add an mod slot to the hidden knife in some way? like putting pax on knifes for stealth and mercy.
dunno how it would be accessible but maybe it can use the arm cyberware mod slot or even add a second one when having the arm cyberware mod slot mod.
or just make a nonlethat variant of the hidden knife? Is there a command that can be added by myself to a script that could accomplish that?
Would you consider allowing the tactical link to useable with other smart link cyberware like the Tyger Claw tattoo you get from Wakako?