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Enjoy!
Ork mechs HOOOO!
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OOOO, that *last* one sounds REALLY cool! If there was some way to get that to work, that would be AMAZING!! It could be demanding on the CPU for weaker systems, but it could be GLORIOUS if the A.I. could use it - and use it correctly - somehow.
(Part of that is actually something I might be able to take care of, but that would be a massive undertaking, so I don't know if it'd be reasonable. If Mod Options could help that, though... wow, that'd be incredible. :))
I plan to look into Mod Options at some point (soon, hopefully - keeping in mind all of the updates for various mods I have planned), so perhaps that is something I can entertain. We'll see. :)
Cheers!
For ModOptions, one would "set introduction date" "set chance to spawn rate" "enable YAW ammo switch" and "enable enemy use"
I think those would cover any issues players might have with your mod :)
Since this mod introduces individual projectiles, the original MG sound effect (a looped sound) has to work with individual shots from the weapon. Because of this, the loop is broken, and only sounds proper when fired with a weapon that loops (which is what the Precision Plasma MGs do when they burst: they play a very short loop).
Unfortunately, the mod you're using is using a looped sound, which is causing itself to be cut off due to how quickly these weapons fire/the firing pattern of these weapons. (...Although I could be wrong).
I wish this is something that I could fix, but it appears to be entirely up to the other mod to change how its sound for MGs work. :(
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As for Mod Options, is there anything in particular you'd want out of it for this mod? I don't know what use it'd have here.
Thanks.
Also reach out to the legend (https://www.nexusmods.com/mechwarrior5mercenaries/users/120130693) for how to do modoptions?
If I ever learn how to incorporate mod options, I'll consider it.
Thanks.
Thank you very much for reporting back. I will be finishing my own testing shortly, and will update things once I'm done.
Thanks again. :)