Any chance you could add a sight mod to this? It's hard to aim with it using iron sights. Sure, you could just hip-fire it, but I have a bad habit of holding right-click to aim.
So, this looks interesting, but the description page doesn't really describe exactly what the mod does. Does it change how the gun itself works (firing arc, base damage, projectile speed), or is it just new mods and ammo types?
Another barrel to choose from that adds energy damage. Changes the ammo it can use at the workbench. I use concuss ammo which ignores cover at the cost of a little less damage. The ammo currently you make at the chem lab but i wish there was a manufacturing addon for it so i can let the machine make it all for me.
Me again. As far as crafting ammo, the mod 'Crafting Workbenches' adds in crafting various items, and a part of that's an ammo bench to craft ammo. Can't say I experimented with manufacturing mods enough to know suggestions for that but hey, just a little something as I reinstall.
I was wondering if you could make a Cannon Ammo Plant for the Workshop machines. The chemistry bench feels to immersive. I wanna see those shells coming off the line fresh like you would see in a war factory! BECAUSE THIS IS WAR!
Could even add the plans for it in the ship so its even more immersive.
Question time! I use two mods that I'm preeetty sure will conflict with this, the key ones I can think of is Weapon Balance Overhaul, which buffs the Broadsider's damage value, and Cut Weapon Mods Restored, which adds a Receiver category to the weapon and grants it a Standard, Explosive, High Explosive, and Nuclear Receiver. Will any of these changes have an adverse conflict with the ones added by Broadsider Improved?
You can probably use both, and you can probably install mods from both plug-ins on the weapon. But you will only see the benefit of one or the other when firing the cannon. Probably the mod that was installed last, but I can't tell you for sure. Worst that will happen is they will conflict on the projectile, and you'll end up with a cannon that requires one kind of ammo, but shoots a different kind of projectile.
Now I'm tempted to experiment and see if the changes are compatible. Gotta finish the quest first, but afterwards I'll download this, run LOOT and I'll tell ya what happens with a Nuclear receiver combo'd with the cannon options from this mod.
Interested If this has been used with Cut Weapons Mods, I don't see why this cannot be used via a merge patch if their are conflicts because one just re adds original content not enabled to the game which is receivers and this adds Different ammo and different canisters.
Loving this mod so far. something that i'd like to see if if you COULD make a patch with the author of the mod "CROSS Crit Gore-verhaul" so once the plasma/ incindiary shots will explode, you wont have to hit the enemy directly would turn them into a skeleton, but the explosion could cause that too. I think that i know how to fix that tho, currently with this mod each direct shot counts as a critical hit even if it does not do extra damage, so if you could make the explosion radius count as a critical hit it should work.. Thanks for the mod!
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It;s very nice.
Could even add the plans for it in the ship so its even more immersive.
I think that i know how to fix that tho, currently with this mod each direct shot counts as a critical hit even if it does not do extra damage, so if you could make the explosion radius count as a critical hit it should work..
Thanks for the mod!