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Azurgan

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Retintin

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13 comments

  1. Blackbirdx61
    Blackbirdx61
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    TY so much, just what I need I think. The Behemoth Main Gun has Irked me since about 10hrs into my first play. That this huge weapon is no more than a pop gun. Its soooo underwhelming.  Took a while, but I think I found my way into the code. TY vry much again. BB. 
  2. gnissassa
    gnissassa
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    I am unable to disable this mod. I don't have it installed on any of my ships and when i disable the extension , my savegames are no longer useable. Any idea why?
    1. Retintin
      Retintin
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      nop, not really, there shouldn't be any problem, one way is to edit the save game file and remove it there but it may flag the save as modified
    2. tunceben
      tunceben
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      • 4 kudos
      Probably that is because there are some npc ships flying around with that hardware attached.
  3. Jessa246
    Jessa246
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    Hi i already had the Mk.2 installed, on using this mod and when i played i had no weapon and the equipment dock i was on where i brought the pulse Mk.2 i couldn't buy another all Mk.2's are greyed out.

    deactivate mod my weapons back and stations are available, unknown whats wrong.
    1. Jessa246
      Jessa246
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      Hi i did both with already equipped and try buy new well no Mk2's anywhere to buy with mod installed with out it all is as normal, i've also tried most ways of getting to work i'm at a loss as to why it wont.

      I tried with extensions in main game but game dose not work at all and in Doc's/x4/ folder game dose work but as no Mk2 to buy, so sorry not able to use this mod.

      Have no idea why Mk2 are missing from game with mod installed.
  4. mercbeast
    mercbeast
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    I'm trying to make a fix for turrets, where I increase the bullet speed.

    Currently I'm working with the bolt turret. I only want to modify the bullet macros, so I am using assets->...->macros and I have the index folder for the macro changes I've made.

    However, it doesn't seem to be changing anything. Did you create a brand new entity with this mod? Or just edit the pre-existing mk2 laser? I just looked at your file structure, didn't really poke around to see exactly what you did.
  5. tunceben
    tunceben
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    • 4 kudos
    I think creating a new license (if it can be done at all) and making it player specific (in the save file each faction has access to some other factions equipment through licences) may keep your precious weapons from falling into wrong hands.

    Cheers
    1. Retintin
      Retintin
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      i didnt think of that, i have to look in to it, if its possible
  6. bogsolntsa
    bogsolntsa
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    can you make the same one but with destroyer main weapons (teladi+argon), they are too weak imo, would be very nice
    1. Retintin
      Retintin
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      whats do you mean by destroyer main weapons? you want destroyer weapon on a s size ship or for the weapons to have the same bullet macro of a destroyer one or a bigger dmg output or weapon for L and XL size ships

      if you just want a bigger dmg output to kill L and XL ships you can edit it, i will even tell you where to do it
    2. bogsolntsa
      bogsolntsa
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      Yeah if you could tell me where to edit the weapon and bullet ids and their dmg that would be cool
      I need to make destroyer main weapons to do 10x dmg or smth like that, they are horrible in their current state imo
    3. Retintin
      Retintin
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      you can edit the bullet at "extensions\Pulse Laser Mk2\assets\fx\weaponFx\macros"
      and this is the weapon "extensions\Pulse Laser Mk2\assets\props\WeaponSystems\standard\macros" but in here your only going to change the overheat capacity and its regen rate

      focus on the bullet macro, thats what makes the dmg, gives it range, how many bullets it fire, etc.....