This is actually a good idea for a mod, and surprisingly the models and textures for the weapons don't suck(even tho they might be default ones that I don't remember or recognize). However like you admit the quest sucks and causes problems with plenty of other mods for no good reason, and the enemies don't work right.
Pros: The weapons are actually pretty cool, if a bit plain. A good idea to see more non-lethal weapons uploaded to the nexus
Cons: The quest feels forced and unnecessary. The npc isn't voiced(Not really much of a con, but a personal nitpick of mine) The enemies don't work right. The quest building is a simple recycle of a default cell. The weapons are pretty strong for being accessible early game. The werehouse entrance clips through the ground a little bit.
Review: 4/10 Would actually work way better as 2 standalone weapons added to the level list, than with their own attached quest.
Hey, thanks for giving some time to give my mod a bit look-over. (sorry I'm a fair bit late on this, goodness...) The quest was basically slapped on for the sake of this being a school project and me trying new things, so it was more or less unnecessary in terms of making the mod any better..
Hehe, I don't entirely like having unvoiced NPC's either, but I'm kinda shy on the mic.... (sorry!)
I think the enemies are broked because of navmeshing, which I'll have to redo... (I'll test out the NPC's if they actually work properly beforehand, of course)
Ah, I was afraid the weaps were a bit unbalanced, especially for early game. I'll change up the stats and perhaps leave stronger ones lying around the later parts of the game.
The entrance was kinda intended to clip 'cause dat uneven rock terrain, not sure if I can do more for that.
Thanks for the little review of sorts! I'll definitely look into those levelled lists and all them bugs and goofups.
5 comments
Pros:
The weapons are actually pretty cool, if a bit plain.
A good idea to see more non-lethal weapons uploaded to the nexus
Cons:
The quest feels forced and unnecessary.
The npc isn't voiced(Not really much of a con, but a personal nitpick of mine)
The enemies don't work right.
The quest building is a simple recycle of a default cell.
The weapons are pretty strong for being accessible early game.
The werehouse entrance clips through the ground a little bit.
Review: 4/10
Would actually work way better as 2 standalone weapons added to the level list, than with their own attached quest.
The quest was basically slapped on for the sake of this being a school project and me trying new things, so it was more or less unnecessary in terms of making the mod any better..
Hehe, I don't entirely like having unvoiced NPC's either, but I'm kinda shy on the mic.... (sorry!)
I think the enemies are broked because of navmeshing, which I'll have to redo... (I'll test out the NPC's if they actually work properly beforehand, of course)
Ah, I was afraid the weaps were a bit unbalanced, especially for early game. I'll change up the stats and perhaps leave stronger ones lying around the later parts of the game.
The entrance was kinda intended to clip 'cause dat uneven rock terrain, not sure if I can do more for that.
Thanks for the little review of sorts! I'll definitely look into those levelled lists and all them bugs and goofups.
Thanks for reporting it, even if I am a bit late here...