I have a question: When i used the Rifle on any Robots and Turrents, they do not recieve any damage at all?
Edit #1: It´s Best for any one to start a new game, so the weapon could apply the scripts/edits damage to Robots, Turrents and Power Armor Users correctly, since a mid save you will not do any damage at all to those enemies in specific.
Does the plugin have Munitions as a master? IIRC I made the plugin not specifically require it, so that it could be used with either version, but I might have forgotten to remove the dependency.
Hi again! I hope this isn't too much to ask of you, but could you make non-RobCo patcher versions of your weapon tweaks mods? Some people reported weird incompatibility problems between CSEP team's weapons and RobCo Patcher, causing the uniques to have standard skins or just be invisible. Thanks! EDIT: LIF might be a good replacement for RobCo patcher in this instance, but I'm not a mod maker, so don't quote me on that.
I'm 99% percent sure but wanted to double check. If I have LLs for the mod already set up, would it be safe to delete the Robco LL ini? That should just prevent only the robco LLs from injecting, right?
Really loving the mods you're doing. Think I'm going to add in your LPPO mod now too. Looks cool!
Hi, it's me again! I hope I'm not being being annoying, but the original mod page for the yk42b has a bug report about the weapon having a f*cked up model in 3rd person power armor. Would fixing that be in the scope of this mod, or does that sound like the user had an incompatible mod? Thanks.
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Edit #1: It´s Best for any one to start a new game, so the weapon could apply the scripts/edits damage to Robots, Turrents and Power Armor Users correctly, since a mid save you will not do any damage at all to those enemies in specific.
And thanks!
Really loving the mods you're doing. Think I'm going to add in your LPPO mod now too. Looks cool!
And thanks!
Anyway, I wouldn't know where to begin on fixing that, tbh.