This page was last updated on 26 June 2023, 3:12AM
Changelogs
Version 1.2
Damage modifiers have been folded into the mod, depreciating the separate patch. Damage modifiers range from a 25% increase to 300%, and now have perk requirements in order to apply. Higher-end ones also require you to be at a certain level. If you don't meet the level requirement, the modifier won't appear.
Fixed the effects of two of the unique guns procing at the wrong time of day.
Removed the explosive projectile from one of the uniques, now uses an incendiary projectile.
Disabled the bash effect on the third unique, as it was stacking with the hollow point bullets, and I couldn't find a way to make it actually WORK when bashing without relying on a script.
Slightly reduced the damage dealt by the uniques.
The 1st and 2nd unique's effects have had their damage reduced, and now deal damage over time rather than instantly. The visual effect for the 1st unique has also been revised to make it more apparent.
Added conditions to the hollow point bleed effect, so it doesn't affect robots (including Synths).
Names for the grip material mods have been revised to lead with "Grip Material". Example: Grip Material (Rosewood)
Version 1.1
Fixed the Satan barrels lacking a null muzzle
Fixed two of the uniques blowing their effects off on the player when modified at a workbench or when shooting an opponent
Fixed the gun sometimes not coming with an Action modification when found in loot or on vendors
Fixed the bleed effect on the third unique not functioning. Third unique now uses a red cubemap for its metal bits
Fixed an issue with the second unique where its effect occurs at the wrong time of day.
Version 1.01
Fixed the Devil compensators/muzzle brakes turning up on certain Satan barrels