This is why: it finally balances the armor adquisition, i no longer simply loot my way to better armor and actually have to take bounty jobs to PAY for them! I also really enjoy the idea of orcs as vicious enemies, thankyou!!!!
is it safe to uninstall this mid playthrough? they're a bit too common in place of bandits and are currently quite repetitive design wise, getting in the way of my bandit mods for the same model several times over, so I'll come back to this later, but don't want to restart my entire playthrough
There's no way someone will answer this but: Is there any way to separate the mesh of the helmet from the rest of the uruk's model so I can create it as a piece of equipment?
I don't really mind their tankiness but what I really didn't like is how hard it is to sneak with these guys. Uruks are not elves, these guys can hear me sneaking from like half a kilometers away. That's the only thing that really bugged me about them so far, they are way too much aware and while Uruks were very capable they are not elves per say to notice somebody sneaking towards them kilometers away XD
34 comments
-Report any bugs please!
*Textures fixed in 1.1!
-Have fun!
-CJ,
This is why: it finally balances the armor adquisition, i no longer simply loot my way to better armor and actually have to take bounty jobs to PAY for them!
I also really enjoy the idea of orcs as vicious enemies, thankyou!!!!
Replacing the whole bandit faction is just silly as a mod author. You have a great idea, but its implemented wrong.
Is there any way to separate the mesh of the helmet from the rest of the uruk's model so I can create it as a piece of equipment?