hi, im getting used to everthing new after long time not playing dda and trying some mods
i have found that the survivor’s station that seems to be from this mod has a battery recharger in the recipe, and also could “turn on recharger” from vehicle controls but the station has no storage
how that work?
[quote=“Mechanist, post:541, topic:10523”]hi, im getting used to everthing new after long time not playing dda and trying some mods
i have found that the survivor’s station that seems to be from this mod has a battery recharger in the recipe, and also could “turn on recharger” from vehicle controls but the station has no storage
how that work?[/quote]
Good catch! I removed storage without taking that into consideration…will make a fix for it soon.
nice
and damn that was fast
Expected by sunday since I will also do other fixes to this mod’s vehicles as well as minor tailoring changes.
Drafted a new release with some new minor changes and few fixes, mostly preventative but still. As always direct download by onedrive, go to github link for change log or auto-install by remroy’s launcher.
So I found a command center and I want to use it as a base so I can repair and fix up the RV up front, but the utility lights in the bed area make sleeping hard. Is there a way to turn them off or even destroy them?
Blindfolds can be made with rags to remove the lights. But I think you could blow up the light with enough grenades or cover them with things like frames with boards on them.
I like indoor plants for this kind of LOS breaking myself, but the vehicles are def the easiest to do. Maybe put a tent over the light waggle
[quote=“pisskop, post:547, topic:10523”]Blindfolds can be made with rags to remove the lights. But I think you could blow up the light with enough grenades or cover them with things like frames with boards on them.
I like indoor plants for this kind of LOS breaking myself, but the vehicles are def the easiest to do. Maybe put a tent over the light waggle[/quote]
Blindfolds would be your best bet. I am sure the lights can be smashed if you choose to do so,
When I downloaded your mod from the onedrive link, I got “nocs_cata_mod_master.zip.part”. How am I supposed to install this?
Downloads fine for me…Try the following.
1.) Try to extract it and see if it works.
2.) Rename the file and get rid of the .part section.
3.) Download again.
4.) Download from github or launcher.
This is a pretty great mod and the items are really helpful so far, but I’ve encountered a couple of issues.
- The Survivor laser sight doesn’t seem to actually work. Installing it on a gun doesn’t change the visible stats in the inventory at all, and in practice it seems to make little to no difference to aiming time or quality.
- The UPS rifle says that it uses 40 UPS charges but actually uses 100 charges. I just went into the files and fixed it, but there were a few other minor balance issues around the laser weapons and how much energy they cost to fire, but I don’t remember what it all was. Although I did notice that the A7 rifle only has a burst of 5, while the survivor UPS rifle and the carbine variant both have a burst of 10, which I assume was an accident.
Personally, I feel laser weapons should do more damage if they’re going to cost more since the basic rifles are essentially on par with some of the mid-range pistols in terms of damage. It might even be worth experimenting with a laser that’s very cheap to fire and does very little damage, but has very high burst to simulate the laser slowly burning through flesh/armor/whatever.
I’d also be interested in seeing some dedicated laser mods like special lenses or refraction systems, bigger or smaller capacitors, lengthening or shortening the chamber, etc. That would make things a bit more interesting and customisable, more on par with guns and allowing us to specialise or tune them a bit more. You could even implement kits to modify the base laser weapons into the carbine/sniper/LMG variants in your mod, similar to the sniper kit in the base game.
Once again, an awesome mod. I’m so glad to finally have a decent laser weapon since I’ve apparently been totally denied an A7 in my current run.
Thanks for the feedback and good to hear you enjoy the mod! The laser weapons recently got their UPS cost increased and I might have forgotten to change the ammo cost description to reflect that. As for mods for laser weapons, that would be a cool idea! With being able to override core guns this could allow a total overhaul of laser weaponry. I would need some feedback to know what is wanted/makes sense.
Well looking at the base game, most of the mods (That aren’t grips and sights which are basically all positive), are either part upgrades like the match trigger and tuned mechanism, or modifiers that trade one thing for another, like the extended barrel or the muzzle brake. For one thing, I’d say the match trigger should be laser weapon compatible. Perhaps something similar to the tuned mechanism for lasers? Polished lenses or an upgraded medium would be flat upgrades to damage and/or range. Accuracy is a non-issue, so the equivalent of an extended barrel would probably be worthless. However, an expanded chamber would give the laser more time and room to build up (Assuming my rudimentary googled understanding of lasers is correct), so an increased weight and volume for even higher damage and range would be plausible.
Then we get into slightly more drastic upgrades, an auxiliary heat-sink (Under-barrel?) would increase burst size and reduce firing time (If that’s a thing…), but would greatly increase weight and maybe even increase power costs slightly. Next would be the capacitor/power supply/whatever, which would have the options of either being bigger; more damage, more range, less efficient (Damage per UPS charge), or being lighter; the opposite, more efficient, lower damage and range, probably much faster firing. The lens could also be modified, one that spreads the beam and drastically increases damage at the cost of range and armour piercing, while another focuses the beam to do less damage but pierce armor more effectively at greater range, depending on what is needed. There could even be a special high end version that allows you to switch between the two.
Finally, drastic kits like I mentioned would have especially large heat-sinks, lens, etc. To fully specialise weapons towards one particular role but leave them there completely. I’d even like to see a handheld version of the laser gatling CBM.
Personally, I’d like to see all weapon mods craftable, including the gun mods that currently aren’t like scopes and tuned mechanisms. It seems stupid to me that I can build a rifle from scraps, even a laser cannon from fairly basic components, but can’t grease and file some gun internals or stick some lenses on both ends of a pipe.
In uninformed my opinion the lenses would mostly help focus the beam/laser into one place as to increase damage. This would be the hardest to find/craft as it is an upgrade with no drawbacks.
An upgrade the power system can be either make it less energy efficient but more powerful or more energy efficient but less powerful.
A heatsink upgrade would serve to allow higher burst as the gun would heat up less allowing a higher fire rate.
As for the conversion kits I would picture them as one of the following:
-LMG: Heavy and bulky, high fire rate, powerful shots, less energy efficient.
-Rifle: Single shot,very powerful shots, less energy efficient.
-“Assault” Rifle: Pretty much the A7 rifle.
-Carbine: Compact and low weight, weak shots, very high fire rate, very energy efficient.
Thoughs?
Most of that makes sense, although i feel focussing the beam would generally mean less damage since it would theoretically be smaller, burning away less flesh/metal. Im not sure it would make that much difference to be honest, but it would probably make more sense as an increase to armor piercing rather than damage.
Random thought: Gears of War style chainsaw bayonet? Taser bayonet?
It would be smaller but it would burn more where it does hit.
That makes sense as well.
Chainsaws only work because they are two items that transform when they use them, that wouldn’t work as a gun mod.
Tasers might work actually…
Chainsaws only work because they are two items that transform when they use them, that wouldn’t work as a gun mod.
Tasers might work actually…[/quote]
Could it be done as an auxiliary weapon? Like a 1 range attack using a bit of gasoline/ups like the aux flamethrower.
There is no way that I know of to define that with a mod or limit it by ammo. Spear attacks are “ranged” but can’t be limited by ammo/charges.
Couldn’t you just copy the auxiliary flamethrower but remove the projectile and give it a maximum range of 1?
That would not work since it would only work as a bayonet, static damage; there will be no on or off.