For anyone coming over and scratching their heads, yes the NV Compatibility skeleton seems to work with this mod without issues (at least for me), just make sure the skeleton overrides this mod.
Please man make the icon separate from CND and AMMO, playing with immersive HUD and hiding Ammo and CND also hides quickthrow icon. With no way out but show both ammo and grendae icon.
Not sure what I did wrong, but if I turn this mod on, nv compatibility skeleton doesn't like it, and makes weapon inertia stop working. I'm sure its my mistake, but unsure what to do about it. Edit: Nvm. I had to have NV compatibility skeleton loaded last. Was trying to figure it out forever how to move it lower, still wasn't going, so just had to uninstall and reinstall that mod, then it was fine, lol.
I do love this mod overall, but there's one thing PN had that this doesn't that I really miss, which is being able to hold a thrown weapon before throwing it. It's such a small thing that does a lot for me; it helps me line up the throw, makes it very clear when and where it's going to go, and just generally improves responsiveness by a ton. Not having it genuinely makes them unusable for me, which is a shame.
Is there any plan to implement that in the rewrite?
So, despite an animation mod I have it still works for the first grenade I throw, registers as an error and then disables itself. The only issue I'm running into is it disabling itself. Any way to bypass this?
I'd also love to see support for that, but it might be difficult to implement alongside this mod's existing throw distance feature which is already controlled by "cooking" the grenade. If nothing else you can still use the grenades normally and be able to cook them that way.
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ETA as soon as it's ready. I'll keep you posted.
Tested on TTW too, works just fine.
Is there any plan to implement that in the rewrite?