I just want you know how much you absolutely cooked on the design and lore of this weapon. It so fucking cool, has a ton of really cool customization and I especially love the trapper parts of it and it plays very differently from anything else.
My only complaints are some clipping with sights and scopes with some attachments and with Vanilla Reanimation Project it loads in 5 bullets even with BCR but thats more of an incompatibility than anything.
Overall wonderful mod, now a staple of my harbor adventures please add a version that uses harpoons
Thank you so much! I am a big fan of the more ramshackle weaponry, and felt that the Trappers needed something more unique, as well as wanting the Basher perk to be more viable as a primary damage source, largely just because bayonet bashing is as close to a spear as I could get.
I actually fully plan to add a harpoon version, I'm very busy due to the holidays but I'll try to get it made soon. the clipping on Sights and Scopes was almost unavoidable, sights in particular are a nightmare to line up properly.
The BA2 files need to match the Data file name. So, I'm going to assume that spearrifle1.ba2 has materials, meshes, etc. while spearrifle2.ba2 is the textures. If that's the case, they need to be named "SpearRifle - Main.ba2" and "SpearRifle - Textures.ba2" respectively.
you've done it my man! nice work, love this mod and the amount of time and care you've put into all the attachments, that lil fish skeleton in the trapper stock is just *chefs kiss*
Just some clarifications: are the new trapper enemies hand placed or they are added to the trapper's lvl list? As for the CoA priests, only inside/outside nucleus? Also, is the weapon injected into the trapper's lvl list (if i get it right it's exclusively for trappers & the new CoA priests) through script or manual?
Love mods like these that adds a bit of a touch to less invested (by Beth) factions
the new npcs are all hand placed and respawn, the weapon isn't lvl list injected, as the new npcs carry them, the merchant sells them and there are 7 uniques instead of traditional legendarys.
The Priests are only found at the Nucleus, as there isn't really a second friendly CoA location I could think to put them
Yeah, I figured the Spear rifle is more thematically fitting as a Far Harbor exclusive, Not to mention the "Radstag Visage Masks" the priests wear are more relevant there, as I don't think radstags even appear in the glowing sea
Oh, they have new cloth items too? If i steal it, is it going to re-appear after the 7 days period that exists for vanilla npcs? Unless the new vendor sells them.
God knows those who know me expect a "bathysphere" rant about this but, in all seriousness, why even have bayonets if the mounts suck and there are no decent stabbing animations for their use?
Have you not seen the poor armaments expert having to review these things? Gods love 'em, the designers all went with the Rule of Cool to the point that Cool became Cruel.
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My only complaints are some clipping with sights and scopes with some attachments and with Vanilla Reanimation Project it loads in 5 bullets even with BCR but thats more of an incompatibility than anything.
Overall wonderful mod, now a staple of my harbor adventures please add a version that uses harpoons
I actually fully plan to add a harpoon version, I'm very busy due to the holidays but I'll try to get it made soon.
the clipping on Sights and Scopes was almost unavoidable, sights in particular are a nightmare to line up properly.
Just some clarifications: are the new trapper enemies hand placed or they are added to the trapper's lvl list? As for the CoA priests, only inside/outside nucleus?
Also, is the weapon injected into the trapper's lvl list (if i get it right it's exclusively for trappers & the new CoA priests) through script or manual?
Love mods like these that adds a bit of a touch to less invested (by Beth) factions
The Priests are only found at the Nucleus, as there isn't really a second friendly CoA location I could think to put them
Crater of Atom is another spot with friendly CoA, but tbh i like that they are only at FH, fits better as an organized group that the crater's hippies
Edit: Also Will this affect my Children Of Atom Overhaul mods? I see you mentioned a new type of COA enemy in the description
The new CoA are actually just new guards of the Nucleus, hand placed for compatibility
God knows those who know me expect a "bathysphere" rant about this but, in all seriousness, why even have bayonets if the mounts suck and there are no decent stabbing animations for their use?
Have you not seen the poor armaments expert having to review these things? Gods love 'em, the designers all went with the Rule of Cool to the point that Cool became Cruel.