I have had to make it into 2 separate mod folders, as for some reason when I combine them together, the blasters stop working. So, for now, this will have to do.
This may be the last update this mod ever gets, as there are other things I want to work on, but that isn't for certain yet.
I have not played BAS since this time last year, so I have not been working on this mod.
Recently I have been using parts of the models in this mod to create a bunch of new weapons and have realised how badly the ones in this mod were made. So, if I do decide to update this mod to the latest version, I will probably remake the whole mod from scratch, including all or most of the models.
As you can imagine if I do that, it will not be finished any time soon.
So, my answer to your question is no for now, but who knows what the future may hold.
if you get a DECENT pc you can play the real game, even on my 2070 it runs really smoothly. id invest because nomad is HORRIBLE compared to the regular version
Is there a way to increase the damage the blaster do? Even with the enemy's at 100hp It still take about 6 or 7 shots with Sabines blaster to kill them and it kind of breaks the immersion. No hate on you or the mod, I think its great.
This mod uses the damagers that are in The Outer Rim mod, but there is a couple of ways I can think of that might help.
Here is 2 options:
1. You can open the JSON file for the blasters you want to increase the damage of. Then go to the line that says "overrideBoltDamager": "", and change it to "overrideBoltDamager": "BlasterBoltHeavy",
This will change the damager that the blaster uses to the heavy version which has double the damage.
or,
2. Go into the damagers themselves in The Outer Rim mod and change them. Open up the JSON file "Damager_BlasterBolt", go to the line that says "damageMultiplier": 25.0, and change the 25.0 to what ever you want. There is about 5 of them to change. This should increase the damage the blasters do, but only the ones that use that damager.
Can confirm that it's working with TOR v4.7. I think some of the lightsaber beams look a bit off (it looks like some rectangles or something in the beam texture itself), but others like Viridian unstable look dope. Not sure if what I'm seeing is intentional for the mod or a Unity quirk.
Thank you for confirming that it works and also for spotting a possible issue.
I'll look into it.
Edit*
Some of them did have a slight unsual texture to them, which I thought gave them somewhat of a unique look and I thought someone might like them, so I left them in the mod.
After taking a look though, it appears that Kingo may have improved the overall look of the blades, which may have altered the look of the kyber crystals in question slightly.
It only really appears like that because of how I changed the colours in the JSON files.
looks like the blasters archive is corrupted... I tried manually downloading and testing in winrar and 7zip as well as through vortex and all 3 said the archive is corrupt. it only seems to be the blasters file though...
369 comments
The mod has finally been updated to U12.
I have had to make it into 2 separate mod folders, as for some reason when I combine them together, the blasters stop working. So, for now, this will have to do.
This may be the last update this mod ever gets, as there are other things I want to work on, but that isn't for certain yet.
So enjoy! (Hopefully!)
Please update <3
Recently I have been using parts of the models in this mod to create a bunch of
new weapons and have realised how badly the ones in this mod were made.
So, if I do decide to update this mod to the latest version, I will
probably remake the whole mod from scratch, including all or most of the
models.
As you can imagine if I do that, it will not be finished any time soon.
So, my answer to your question is no for now, but who knows what the future may hold.
Here is 2 options:
1. You can open the JSON file for the blasters you want to increase the damage of. Then go to the line that says "overrideBoltDamager": "", and change it to "overrideBoltDamager": "BlasterBoltHeavy",
This will change the damager that the blaster uses to the heavy version which has double the damage.
or,
2. Go into the damagers themselves in The Outer Rim mod and change them. Open up the JSON file "Damager_BlasterBolt", go to the line that says "damageMultiplier": 25.0, and change the 25.0 to what ever you want. There is about 5 of them to change. This should increase the damage the blasters do, but only the ones that use that damager.
Hope this helps solve the issue.
Yes, you should be able to add it to any kyber crystal.
"flicker": 0.85,
Simple add that under the "outerGlow" line in the module section of the JSON file.
Regardless, excellent work.
I'll look into it.
Edit*
Some of them did have a slight unsual texture to them, which I thought gave them somewhat of a unique look and I thought someone might like them, so I left them in the mod.
After taking a look though, it appears that Kingo may have improved the overall look of the blades, which may have altered the look of the kyber crystals in question slightly.
It only really appears like that because of how I changed the colours in the JSON files.
Feel free to mess around with them if you like.
Let me know if you still get the same issue.