Hello! Would you be willing to upload a version of this mod without the balance changes? I the ammo crafting is cool but I'd like to keep the default values for the weights.
Would it be possible for an optional file that doesn't include the crafting recipes for 40mm and nails? As to not conflict with a the munitions integration patch.
Saw blade launcher was intentionally made a one-of-a-kind weapon, so it missing from vendor lists isn't a bug. You can see that there's a script attached to it that flips a global variable responsible for Chance None, setting it from 0 (always appears) to 100 (never appears) when the player first receives it, meaning that Suggs will not sell it afterwards.
I think this mod will become an essential component of many modlists once more people start coming to NG. Excellent work. Would you be willing to do a lightweight version of the mod that only adds the crafting recipes, for preference and compatibility reasons?
Thanks for this! I added some personnel tweaks for the pipe grenade launcher and Chinese grenade launcher to work with Munition's 40mm for use with my other grenade launchers(if anyone is want's to do the same, this is necessary!). I can't wait to see you take on the weirdly cut ammo types offered by the pack. I unlocked ammo conversion receivers and made them work with Munitions, but I lack the know-how to implement them as a separate mod slot of its own (like "Ammo Conversion" instead of Receiver) without breaking the gun. Additional bugs I found with the Makeshift Weapon Pack is that Marvin and his security team weirdly respawns and the legendary Chinese grenade launcher uses pipegun modcols.
Would be nice if you add which aspects of the Makeshift Weapon Pack are changed ( like what means "Rebalances some of the more OP aspects of the Makeshift weapons")
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Makeshift Pack Level Distribution
And for anyone who is wondering, the ammo is built on the Chemistry Workbench under Utility.