Version 1.04 increases weapon damage on some weapons more than 1.03 did. In 1.03, Some weapons still felt lacking(namely, but not limited to, the raptor), so I increased their weapon damage. Feedback is welcome.
I haven't played for a while but I do remember the game being too easy on the hardest setting at level cap, but for someone who hasn't played the game 5+ playthroughs it might be very hard especially early game when you don't have every skill maxed out and all the gear augmented out. it would be nice though to have some of the weaker weapons be more viable as you're definitely bottlenecked into making decisions. maybe with a weapon damage buff I can re augment the weapons for something more utility based and not all weapon damage.
does anyone know how to batch change values in the "Frosty Editor"? there is an export to xml but no import. there is bin import, but there is no xml to bin converter. and it is impossible to edit bin directly, since compression is used there (small changes in the editor lead to large changes in the file). i asked the author of "Frosty Editor" if he seriously believes that someone will manually edit 700 values if the script can change xml in a few minutes (i wrote such a script, but it turned out that i wasted my time)? he didn't answer anything, just closed my question. i hate that dude!
ps: i just want to increase the damage by two or three times, but i don't need someone's "alternative vision of reality"
Frosty Mod Manager won't start the game. запрошенная операция требует повышения в System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo) в Frosty.ModSupport.FrostyModExecutor.ExecuteProcess(String processName, String args, Boolean waitForExit, Boolean asAdmin, Dictionary`2 env) в Frosty.ModSupport.FrostyModExecutor.Run(FileSystem inFs, CancellationToken cancelToken, ILogger inLogger, String rootPath, String modPackName, String additionalArgs, String[] modPaths) в FrostyModManager.MainWindow.<>c__DisplayClass13_0.<launchButton_Click>b__0(FrostyTaskWindow task) в System.Threading.Tasks.Task.Execute() --- Конец трассировка стека из предыдущего расположения, где возникло исключение --- в System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() в System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task) в Frosty.Core.Windows.FrostyTaskWindow.<FrostyTaskWindow_Loaded>d__8.MoveNext() --- Конец трассировка стека из предыдущего расположения, где возникло исключение --- в System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw() в System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs) в System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
This mod is mostly brilliant, but Hurricane seems very OP even on insanity. I gave it vintage heat sink, damage boosts, i use soldier profile and armor that improves accuracy. There is little reason to use any other weapon, assault rifles are useless when you have Hurricane. Even sniper rifles are not that useful anymore, Hurricane does it all.
It seems too strong when compared to other weapons even without any buffs. Reducing it's damage by something like 30 (points, not percentage) seems like a good idea.
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New version up. Works with patch 1.09.
Version 1.04 increases weapon damage on some weapons more than 1.03 did. In 1.03, Some weapons still felt lacking(namely, but not limited to, the raptor), so I increased their weapon damage. Feedback is welcome.
ps: i just want to increase the damage by two or three times, but i don't need someone's "alternative vision of reality"
запрошенная операция требует повышения
в System.Diagnostics.Process.StartWithCreateProcess(ProcessStartInfo startInfo)
в Frosty.ModSupport.FrostyModExecutor.ExecuteProcess(String processName, String args, Boolean waitForExit, Boolean asAdmin, Dictionary`2 env)
в Frosty.ModSupport.FrostyModExecutor.Run(FileSystem inFs, CancellationToken cancelToken, ILogger inLogger, String rootPath, String modPackName, String additionalArgs, String[] modPaths)
в FrostyModManager.MainWindow.<>c__DisplayClass13_0.<launchButton_Click>b__0(FrostyTaskWindow task)
в System.Threading.Tasks.Task.Execute()
--- Конец трассировка стека из предыдущего расположения, где возникло исключение ---
в System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
в System.Runtime.CompilerServices.TaskAwaiter.HandleNonSuccessAndDebuggerNotification(Task task)
в Frosty.Core.Windows.FrostyTaskWindow.<FrostyTaskWindow_Loaded>d__8.MoveNext()
--- Конец трассировка стека из предыдущего расположения, где возникло исключение ---
в System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
в System.Windows.Threading.ExceptionWrapper.InternalRealCall(Delegate callback, Object args, Int32 numArgs)
в System.Windows.Threading.ExceptionWrapper.TryCatchWhen(Object source, Delegate callback, Object args, Int32 numArgs, Delegate catchHandler)
I would appreciate if you can update this mod for the current patch of v1.10
It seems too strong when compared to other weapons even without any buffs. Reducing it's damage by something like 30 (points, not percentage) seems like a good idea.