I cant seem to use the mod, it comes up as this unopened document and not a zipped file. I'm new to this and don't know what to do. Can anyone give me some advice on how to make it work.
Any plans to add boss weapons that the player can't use, ie. the Orphan's placenta sword? I think a fun way to have that one work is that it's simultaneously a 'sheath' for infinite projectiles held within, but can also transform into the phase 2 version like a trick weapon? I'm not a programmer so I don't know how hard that would be in practice, though.
Great mod but I can't seem to figure out how to reload. As I understand there should be ammo types that correspond to the gun but I cannot find the ammo, so basically every gun is one shot and then I am out and can't reload. Is this a bug where the ammo does not show up in my game. If anyone knows how to fix it please tell me.
It should be in the Equipment category. Some kinds of ammo are only in the equipment pouches. Take it out of the pouch with the action button, move near the end of the muzzle and press the action button to load.
I read this and your other comments and I still wasn't able to take out any ammo from the pouch or anything. Is there a video anywhere that can show how to do it?
EDIT: haven't tested it yet, but in the Hunter's Arsenal mod page there are more precise instructions on how to do it.
It is highly recommended you equip this in your right hip slot if you plan on using firearms or the Holy Moonlight Sword. You can touch it with your action button to pull out either a Blood Syringe (which you can inject into your hand to heal) if you are holding a trick weapon, or a bullet if you have a firearm in your hand, while holding a bullet in your hand, move it up to the barrel of your firearm and press the action button again to reload it. Items can also be returned to the pouch if grabbed by mistake. The Gatling Gun, Flamesprayer, and Rosmarinus will automatically drain Quicksilver bullets and do not require reloading.
Great work, I love the weapons, although I had to increase the Ammo damage multipliers by quite a bit for it to be realistic and compatible with Sectory. My only complaint is that I noticed the rifle in particular, but maybe it applies to other guns as well, shooting very low on longer distances. Would it be possible to do anything about that?
Okay, now I see that it just generally shoots all over the place. I know that this is supposed to be a low-quality weapon but I think you way overdid the "highly inaccurate" effect. I guess it would be reasonable if it had that kind of spread at maybe 80 meters, but at 10? As of now, the sights seem completely irrelevant and useless... Edit: How difficult would it be to make these guns more accurate and could you tell me how to do it?
Please respond? I really like the look and the operation of the guns, but the bullet-shooting ones are almost unusable at distance any other than very short due to this unreasonable shot spread...
I think I figured it out by myself. Changing the bullet id in the item file from "BulletLeadLow" to "BulletLeadHigh" and increasing projectile speed seems to have improved accuracy greatly.
this is like 35th row from the top of Damager_BulletQuicksilverHighPierce{ "$type": "ThunderRoad.DamagerData, ThunderRoad", "id": "BulletQuicksilverHighPierce", "saveFolder": "bas", "version": 1, "damageModifierId": "PierceArrow", "tiers": [ { "$type": "ThunderRoad.DamagerData+Tier, ThunderRoad", "damageMultiplier": 0.5, (right here i might put it up .2 and recheck it out, usually move up damagers or velocities up by small increments, something too fast might not even register to hit the cpu, or too much damage could glicth out the cpu "maxVerticalAngle": 80.0, "maxHorizontalAngle": 80.0, "maxNormalAngle": 80.0, "dismembermentMinVelocityMultiplier": 1.0, "dismembermentMaxVerticalAngle": 30.0, "dismembermentMaxHorizontalAngle": 30.0 }, { "$type": "ThunderRoad.DamagerData+Tier, ThunderRoad", "damageMultiplier": 0.5, "maxVerticalAngle": 80.0, "maxHorizontalAngle": 80.0, when changing he numbers like this iusualy only have to change like 5 or 6 numbers that will get me to desired effect, so def dont change too many numbers.. im no coder but i def spruce up some of the swords and guns my self.... the rifle for this pack shoots the ball like 15 ft so i def had to change it too
I just change damage multipliers. With Sectory adding 150 health, bleed time 20, percentage 60, I settled at modifiers for bullets at 8.5 and for pellets at 2.6. A shot to the body causes death within seconds. You could also set it at like 30 and have everyone always die instantly when you hit them.
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show how to do it?
EDIT: haven't tested it yet, but in the Hunter's Arsenal mod page there are more precise instructions on how to do it.
Edit: How difficult would it be to make these guns more accurate and could you tell me how to do it?
this is like 35th row from the top of Damager_BulletQuicksilverHighPierce{ "$type": "ThunderRoad.DamagerData, ThunderRoad", "id": "BulletQuicksilverHighPierce", "saveFolder": "bas", "version": 1, "damageModifierId": "PierceArrow", "tiers": [ { "$type": "ThunderRoad.DamagerData+Tier, ThunderRoad", "damageMultiplier": 0.5, (right here i might put it up .2 and recheck it out, usually move up damagers or velocities up by small increments, something too fast might not even register to hit the cpu, or too much damage could glicth out the cpu "maxVerticalAngle": 80.0, "maxHorizontalAngle": 80.0, "maxNormalAngle": 80.0, "dismembermentMinVelocityMultiplier": 1.0, "dismembermentMaxVerticalAngle": 30.0, "dismembermentMaxHorizontalAngle": 30.0 }, { "$type": "ThunderRoad.DamagerData+Tier, ThunderRoad", "damageMultiplier": 0.5, "maxVerticalAngle": 80.0, "maxHorizontalAngle": 80.0,
when changing he numbers like this iusualy only have to change like 5 or 6 numbers that will get me to desired effect, so def dont change too many numbers.. im no coder but i def spruce up some of the swords and guns my self.... the rifle for this pack shoots the ball like 15 ft so i def had to change it too