Does this mod not work anymore? I've been trying to install it but it either doesn't show up in the explosive weaopns pack or just doesn't work at all.
For anyone having trouble with the redscript compilation error install codeware from nexus it's not listed in the requirements but it is required awesome mod btw
WOW! Great mod! May I ask if you could create a mod for weapons that fire this kind of projectile, so I can attach to some other weapons I've moded? Just the primary fire (charged fire is too op for me lol).
I may, but I have a lot of other explosive weapons to publish first, so I'm preparing an Explosive Weapon Pack (because it's too tedious to publish them one by one). After that I may publish some weapon mods not far from what you want - custom explosions on critical hits, because it seems it is the only way to make it work (for some reason plain explosive bullet weapon mod doesn't work, which would explain why nobody ever published it). Stay tuned choom !
Are your dependencies up to date ? Oh, I forgot to indicate RedScript as a dependency ! It's what allows the custom explosion, I guess it's what crashes your game.
It says the gun levels with you, but im freshly level 17 and i can't find a tier 2 level one and don't want a tier 5++, makes the game too easy. Anything i need to do to fix it?
That's odd, you shouldn't be able to pick a 5++ if your character is level 17. I can't see an explanation for this as it's set to "Character.ScaleToPlayerLevel" + "Quality.Random" when buying it... It's what I always do and it worked fine so far.
nice metallic finish, very clean. At first I was not sure if the charge function was there since no sound is played, but then I saw it worked. Would be better if the release was not forced by timing but by player release button.
I dunno, at first I felt the same. But as I played a little more, I felt like since it's not a Tech weapon anymore, it kind of has it's own charm and usage as is.
I would take either way though. Maybe a variation of the mod with that
I couldn't find a way to shoot the explosive round when player releases trigger... There's a BaseStats.ChargeShouldFireWhenReady property but it doesn't seem to change anything.
25 comments
Or check your TweakXL error report.
Dying Light Hundgun image: https://ibb.co/KWphYdJ
Dark Blue & Black reference image: https: //ibb.co/B66yN0h
Just change the Black parts to Dark Blue. The knife on the gun to Dark Blue, & Change the Green parts to Black.
Thanks if you can and No rush! Take as much time as you need!
After that I may publish some weapon mods not far from what you want - custom explosions on critical hits, because it seems it is the only way to make it work (for some reason plain explosive bullet weapon mod doesn't work, which would explain why nobody ever published it).
Stay tuned choom !
Oh, I forgot to indicate RedScript as a dependency ! It's what allows the custom explosion, I guess it's what crashes your game.
Would be better if the release was not forced by timing but by player release button.
I would take either way though. Maybe a variation of the mod with that
property but it doesn't seem to change anything.