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Some strong weapons I'd include would be the Aitormontero Bowieknife, I'm pretty sure that had a rather high damage range for being a 1 handed weapon.
I do also recommend removing the context menu repair options for these weapons, as they're made redundant by the vanilla methods of repairing weapons. Also, you probably shouldn't be able to repair the Katana :P
Patiently awaiting for the update/improves/fixes on the mod.
Cheers.
two handed or something like claymore/zweihander (from dying light also)
for those who dont know Korek Machete is a easter egg weapon in dying light 1
with Korek being a head of the optimalization team of techland
just popped in to point out, in a Large amount of the models. The Rendering bug affects these melee weapons & results in Large Holes / UV damage. this is likely caused by edits to the model without re-triangulating it after it is 'Final'
you can see this on the Mtech Extreme Knife for instance :) ( this will only be visible ingame! )
to remedy this Issue, in Blender, Simply Load the Affected Model, -> Click into Edit Mode, Right Click, Highlight all Faces, -> Select Re Triangulate Faces, & Re-Export the Models :)
To be honest, is there a reason why the weapons still need additional repair options when, for the most part, they're identical to the recipes in the crafting menu?
Also, to add, I'm not sure how weapon spawn rates work but I found about 8 or so weapons with weapons set to extremely rare that were attached to zombies, not any containers in the span of a single week
Would you consider adjusting their stats to better align with vanilla weapons? Durability, in particular, seems a bit off the charts compared to vanilla. Also, from my limited testing, these weapons appear quite frequently. So if balancing the weapons themselves is too much work, I would at least make them rare finds!
Thanks again for your work, very much appreciated!
Photo of issue: https://imgur.com/a/XJc9Q9i
https://imgur.com/a/2gMdosI
I'm gonna test it out in this build now, since i've been redoing my personal modlist from scratch, once again, since the build is unstable and requires alot of testing.
Currently i have 80 mods active, i will give feedback as soon as i have it.
One thing i should mention though, you forgot to include the build 42 tag on your mod, it would have much more attention(deserved in my oppinion).
Cheers.
https://youtu.be/j38rvYTAvvg?si=WvNyfWA7rJqmPK7h