I felt they were a bit too OP for me, so I used Xedit to make them all 1 shot only (like a flintlock) before reloading. Now they are for emergencies, and you better not miss! Love the models and sound.
I like the balancing idea... but is the soulgem usage not way to high then? If there would be real bullets and they just need some time to reload... or even are blocked from reloading while in combat it would be optimal. On the other hand... gunpowder weapons are so scarce on Vyn it makes sense too that bullets and powder would be equaly difficult to get like the soulgems...
I tried this mod with Ixion XVII's "Path of the Prophet" modpack for Enderal SE and encountered a problem. ...the first pistol found at the beach where you wake up worked fine and the model locked right so far... but the texture was just a neon green/yellow coat over the model. Any idea what could cause this?
Love this mod and used it without any problems on "vanilla" Enderal SE.
First: Thanks for a reply... would like to hear a answer again if you try it at your side... :) Some guys said this should be just a mod installation error... but i did it trough manual and Vortex and neither worked. MAYBE... and thats what i would hope for, but not tried yet, its just the first pistol type (found on the skelleton at the beach of awakening) which has glitched textures...
How does their damage scale? Are the pistols counting as magic elemental damage like the mage staffs they are mechanicly? Does their damage scale with Elemental mage skill tree or is it fixed... someone mentioned this could cause problems with the mechanical alterations made in "Path of the Prophets". But as i said... mechanicly the first pistol works fine. Just the appearance is broken.
I also put a few other mods to the collection without a problem.
I'm not using Path of the Prophet, however I've got the same problem. Other pistols are fine (at least the second one I got) but the one on the beach has this garish neon look on it.
Had the same problem was about to reply saying so then i thought of something. I hadn't yet figured out what the blueprint collection was about so opened it up and then tried the first option "drop blueprint" and selected the flintlock blueprint, then went back to the anvil and it was now in the list. So "drop blueprint" must be a scripting trigger to refresh the list, but picking up the blueprint itself just didn't call that script in the ruins i found them in. :)
Anyone else had an issue with this mod having missing textures on some guns but not others (the ivory gun is missing textures notable) and the skeleton not appearing ont he starting beach? tested with just this mod installed, any ideas?
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On the other hand... gunpowder weapons are so scarce on Vyn it makes sense too that bullets and powder would be equaly difficult to get like the soulgems...
Could you release your tweek as submod?
I tried this mod with Ixion XVII's "Path of the Prophet" modpack for Enderal SE and encountered a problem. ...the first pistol found at the beach where you wake up worked fine and the model locked right so far... but the texture was just a neon green/yellow coat over the model. Any idea what could cause this?
Love this mod and used it without any problems on "vanilla" Enderal SE.
Some guys said this should be just a mod installation error... but i did it trough manual and Vortex and neither worked. MAYBE... and thats what i would hope for, but not tried yet, its just the first pistol type (found on the skelleton at the beach of awakening) which has glitched textures...
How does their damage scale? Are the pistols counting as magic elemental damage like the mage staffs they are mechanicly? Does their damage scale with Elemental mage skill tree or is it fixed... someone mentioned this could cause problems with the mechanical alterations made in "Path of the Prophets". But as i said... mechanicly the first pistol works fine. Just the appearance is broken.
I also put a few other mods to the collection without a problem.