I've just found a way to restore Shock Paddles!
EDIT: Expect Jesus Rifle soon. XD
EDIT: Expect Jesus Rifle soon. XD
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I guess it isn't (at least until SDK). Punch isn't treated as weapon at all, it's stored in completely different files than other weapons and super powers.Got a lil question, is it possible to change the punch to the stomp "weapon" ?
Yes, they have. Sorry, but I have no idea how to fix it. Anyway, here's instruction how to remove dual-wielding for these weapons if it's really annoying for you:Quick question are the dual wield weapons meant to be clipping? Its like they don't have the right animation for dual wield.
Just open weapons.xtbl with Windows Notepad/Notepad ++/some other shit, find these entries:
And remove that line for each entry:
- Rifle-Killshot
- Shotgun-Police
- Rifle-Thumpgun
- Rifle-NG
- Rifle-Gang
- Rifle-Laser
Also, if you want to restore original crosshair for these weapons, just replace <Category> line:Code:<Flag>dual wieldable</Flag>
- For Shotgun-Police and Rifle-Thumpgun:
Code:<Category>WPNCAT_SHOTGUN</Category>
- For all other entries (yes, I mean these with Rifle in the name):
Code:<Category>WPNCAT_RIFLE</Category>
Okay well i do know a way to make them work right but it involves changing the weapons class. Ex: Change a rifle to an smg/ pistol should fix it but thats the only problem it would screw with the organization.Yes, they have. Sorry, but I have no idea how to fix it. Anyway, here's instruction how to remove dual-wielding for these weapons if it's really annoying for you:
I'm happy it works for you.I have a few suggestions on how you can improve this mod:
-Get rid of dual weildable shotguns and rifles: swapping their weapon category to SMG causes a bug where the spread is removed from the bullets on both weapons, ruining their functionality.
-Get rid of the MMMM launcher, because it sucks and is totally inaccurate.
-Get rid of the laser eyes weapon, the effects don't work and it's pointless.
-Get rid of the combat knife weapon, consider replacing it with the decker sword or another weapon where the animations actually fit. It looks absurd with the bat animations.
-Adjust the damage on the Togo-13, its way too overpowered currently. I upped it to 150 npc damage and 90 player damage in SR3 and those values felt pretty balanced.
-Use a better bullet hit vfx for the VTOL laser
-Consider using this melee.xtbl with a change from my SR3 weapons mod, it adds a vertical swing attack to melee weapons. Press direction+lmb at the same time to swing downwards.
-Add an ice beam weapon.
That's quite good idea. Why didn't I think about doing it earier? Maybe because of Velocipators? XD-Switch the GLG20 grenade launcher from EtD back into the "explosives" slot, like in SR3. (I've included a modded DLC1_weapons file which does this)
Again - I don't see a point to remove it. Many of my friends like it too (you know, it's extremely powerful). Actually I'm working on preloading these effects but because of lack of time and these crashes I temporarily stopped it.