Whenever I try to swap out for another cyberarm, or just uninstall this arm it completely disappears from my inventory. Is there a work around to this? Or maybe it's incompatible with other arm cyberware mods somehow?
It disappears from the inventory only if you uninstall the mod, for it's a mod-added item and without mod it won't be added. There could be possible incompatibilities with other projectile launcher mods, but only if they too change the projectile visuals
Sorry I worded my first post wrong, I didn't uninstall this mod, just the cyberware itself in-game, I unequipped it at a ripperdock. I don't have any other mods changing projectile launchers, but I do have mods adding other cyberware, and specifically other arm cyberware like the "edge of red" mantis blades mod. I just uninstalled Arasaka cyber arms to see if that might be causing issues with the projectile launcher but that seems like a bit of a stretch. Ill update here if I find the incompatibility.
IDK if this mod need an update or not, but previously before 2.12 update, when I fired chargedshot and shoot the enemy with my pistol, I can deal damage. But after 2.12, when I fired chargedshot and shoot the enemy I do not deal damage, like the damage indicator was 0.
Can't replicate this, and i don't see how this mod could make that problem happen. Make sure all requirements are updated and that you don't have a problem on the gun
Such a fun addition to the game, thank you. I may be missing something, but I can't unequip the arm at the ripperdoc. Nor can I install different arms.
Why is the Damage per hit only 10???? The damage on the basic Projectile Launch System is 371 and that is too weak to blow up a car in less than 3 to 5 hits!! I rarely use the PLS due to that fact, I can blow up a car WAY faster with a LMG than with the PLS. I was hoping for MORE damage from the PLS with your mod NOT less! So, is this mod basically meant to turn PLS into a electronics/robots/drones/cyberware weapon only? In other words don't bother trying to blow anything up with it. like a vehicle or a group of enemies you want dead and not stunned?
The relic barrage is the only way to make meaningful damage with this, and that does a lot of it (especially if multiple enemies are clustered close together). Quickshot is a fast disable that interrupts netrunners and grounds sandevistan users, Charged shot is an aoe crowd control. Both versions leave your enemies exposed and with a debuff that makes them receive more damage.
Vehicle damage is a separate variable and this launcher will blow them up as well as any other variant (read: 2 charged shots).
The vanilla game already gives you arm cannon nukes of all flavours and colours, you have no reason to seek a mod for that purpose. But if you feel like amping the damage is warranted then nothing stops you from making a mod of your own, to change the damage of the basic boom-booms however you like. That would take less than 10 lines of code, at most, and nowhere close to the 300+ i wrote for all the effects involved in this mod.
I find this comment very insulting to the modding scene where modders actually enhance gameplay instead of just making everything do more damage and explode.
This is what modding should be. You blow 10 vehicles up and you're done with that mod, but when mods like this open up a whole new world of possibilities, it allows for new builds, more versatility and more damage if you do it right, with making the right build and thinking. This gives rewards for playing mindfully. This is actual game-design.
Great mod! I really love the idea! Finally a Projectile Launch System really worth using! I enjoyed the vanilla ones, but they are rather bland and cluncky. But I also have a question about the stacks. Am I understanding it correctly that a charged hit applies 2 stacks on an enemy?
50 comments
There could be possible incompatibilities with other projectile launcher mods, but only if they too change the projectile visuals
Make sure all requirements are updated and that you don't have a problem on the gun
The damage on the basic Projectile Launch System is 371 and that is too weak to blow up a car in less than 3 to 5 hits!!
I rarely use the PLS due to that fact, I can blow up a car WAY faster with a LMG than with the PLS. I was hoping for MORE damage from the PLS with your mod NOT less!
So, is this mod basically meant to turn PLS into a electronics/robots/drones/cyberware weapon only? In other words don't bother trying to blow anything up with it. like a vehicle or a group of enemies you want dead and not stunned?
close together).
Quickshot is a fast disable that interrupts netrunners and grounds sandevistan users, Charged shot is an aoe crowd control.
Both versions leave your enemies exposed and with a debuff that makes them receive more damage.
Vehicle damage is a separate variable and this launcher will blow them up as well as any other variant (read: 2 charged shots).
The vanilla game already gives you arm cannon nukes of all flavours and colours, you have no reason to seek a mod for that purpose. But if you feel like amping the damage is warranted then nothing stops you from making a mod of your own, to change the damage of the basic boom-booms however you like. That would take less than 10 lines of code, at most, and nowhere close to the 300+ i wrote for all the effects involved in this mod.
This is what modding should be. You blow 10 vehicles up and you're done with that mod, but when mods like this open up a whole new world of possibilities, it allows for new builds, more versatility and more damage if you do it right, with making the right build and thinking. This gives rewards for playing mindfully. This is actual game-design.
making damage 10x is NOT.
But I also have a question about the stacks. Am I understanding it correctly that a charged hit applies 2 stacks on an enemy?
Edit: Also what does upgrading it do?