Since I mainly using the rigid rifle, will installing this break my current game? I would hate to lose that rifle because with signature equipment mod, the weapon has already earned quite the status as a dragon killing, child slaughtering, hagraven raping fire stick.
Since I can't comment on the original mod, how is one supposed to acquire the blunderbuss without the console? I don't see it on the forge menu. Also, what does the outlander's key unlock? And where else can I get black powder or lead ingots?
Edit: And I now withdraw my questions, as they were all answered when I eventually found the cellar entrance in the tent.
Kudos to you brotha, I really enjoy this rebalance. Ghosu did a good job with the textures etc, but the damage always felt to low, especially with combat mods. Had to put 20 shots just to kill a bandit. Thanks mate.
Thanks mate, I appreciate the comment. I'm just happy so many people (Any at all, really) enjoyed my tweaks. If there is anything else I can do for you, let me know!
Hi sorry if this sounds stupid, but would I just replace the project flintlock esp with your mod, and do the same with your patch, or would I have to first rename your esp and have all three in my files at the same time(project flintlock esp, your re-balance esp, and the patch esp for grenades)? as all the esps are the same name, and when I drag them into my data folder it replaces the original esp, from project flintlock.
I'm not 100% certain myself, unsure of what the 'nade esp is. Assuming the grenade esp doesn't effect any of the actual rifle stats you should be able to just load that last under another name.
If it doesn't work, I'm not sure of the fix, this is the only mod I've made so I'm not hugely familiar with esp compatibility.
Maybe make a version where no decrease in reload time? Because some of the times are a bit too long for my liking, or add SKSE support so we can customize how we want it? Great work by the way 8D
Sorry for my very, very late response! (Better late than never, maybe?) In case you still want to know, I doubt these are compatible as the other mod not only changes flintlock spawning, but also the damages. It is, however, conceivable that you could get both to work if you loaded mine later, though I can not guarantee how well.
27 comments
Edit: And I now withdraw my questions, as they were all answered when I eventually found the cellar entrance in the tent.
If it doesn't work, I'm not sure of the fix, this is the only mod I've made so I'm not hugely familiar with esp compatibility.
http://www.nexusmods.com/skyrim/mods/68598/?
In case you still want to know, I doubt these are compatible as the other mod not only changes flintlock spawning, but also the damages. It is, however, conceivable that you could get both to work if you loaded mine later, though I can not guarantee how well.