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items id.
I would like to update a problem.
I order my pawn to craft a M249 LMG, but when it completed the gun didn't spawn in. I had this problem after I installed modular weapon mod. do you know how to fix it? thanks.
Would you mind if I were to mess with the CE portion of things on my end and sharing it with my buddies, do you?
I understand why you'd want to keep things simple, but I personally think that different guns should be a bit more unique, with attachments being the more cosmetic piece.
For instance, the Mk. 18 is more of a CQB rifle than an M4A1, but this isn't represented within your mod.
I just want to rebalance things a bit for us so it's a bit more viable, at least within CE.
I could take a look at the M4+GL in your AR pack if you'd like, see if I could get it working within CE.
Oh, and Girls' Frontline is great. I'd still have it on my phone if it didn't take up so much goddamn space. And as much as I hated SAO... the Hecate is a pretty slick rifle.
I do plan on simplified the stats on scopes a bit further along with stocks while still keep some exception on certain family series (for example , the AK series or attachments that are restricted to a specific gun/family).
As for the GL in my AR#1 pack , they dont use the same codes as modular so the thing wont work in CE nor I plan to try make it work in CE due the limitation of CE ( this is the main reason why I have to use Tinker`s Construct).
I will just keep balancing guns when feedbacks show it is required but overall I would try come up with a "Default" stats for each rifle type when the number of firearms get too large.
To make it easiest on yourself, I'd recommend making each most items 'cosmetic' in the sense that all sights of X type do the same thing.
Micro Dot Sights do something, Regular Dot Sights do this, Medium Range sights do that, Long Range Sights another thing.
That way, most of it's just copy+paste, but ultimately ends up being different versions of the same sights.
Again, I'd be glad to help when it comes down to crunching the numbers, helping with balance and the like.
Great mod overall btw, the only real issue I see is that the guns in your other packs look OP in comparison.
They're cool and all, but aren't really balanced with the customization, at least in Combat Extended. This also goes for your other TMC Armory weapons.
Also me after reading the whole mod's description: CALLED IT!
But compare to guns from Rimmu Nation, I don't know if I should call your guns "guns of mercy" LOL. I mean the 50 cal from your mods usually end up destroying enemies' limb before a kill shot, instead, the 50 cal from Rimmu Nation almost always one-shot enemy, including mechanoids.
And I might make a different textures for non-accessories weapons, current still figure how I should handle this