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Once it is installed, just boot the game, go to the Mod Manager (the little icon on the main menu with a little "+" symbol, if you hover it, you will see that it says "Mods").
Now simply select the mod(s) you want to enable, the game will tell you that you need to restart the game, restart the game, and you're done.
@razvedka Maybe, or maybe not. There is a lot of groundwork done IF I decide to add something else, BUT it doesn't mean it will be added, there is a lot of trash code from TF Toro form when I started the mod.
P.S. @Metal Izanagi, I don't plan to make any enemy faction for this mod in the near future.
The enemies of TF Toro have a reason to exist, that fits with what the mod wants to achieve.
(Seriously, thanks again to all people who volunteered!)
So, if all goes as planned, in... ~2 or 3 weeks you will be able to hear the new voices, with proper German language.
@ayzanputra11 It is planned, but not in a short notice, I'm a single person working on all kind of assets for several mods, so things go slow.
@Orcbolg Maybe, if I manage to get rid of the multicam texture and paint them in Flecktarn, but you'd be surprised to know that high-cuts have been worn with standard vests for a long, long time, lol
If I remember correctly I made the Kevlar Helmet rifle grade to counter the situation a little (despite the real one being just IIIA). Use it for a while and check if they make some difference?
Which is why for the life of me I couldn't figure out why they felt so squishy. I know that their helmet wasn't rifle grade but I felt like I couldn't chalk it all up to that.
@Sergeant-Major Hellstrom You're welcome lol, I hope you're enjoying the mod :)
@Dacryphilia They use the equivalent to Ranger Vest at level III and the ESAPI vest at level IV, exactly the same stats, and have the same save chances as the Rangers. The only difference is that they don't have rifle-grade helmets, so the critics are more likely to one-shot them compared to the Ranger Next-gen Helmet.
About the shotguns, they're the same the Rangers use, so if you didn't unlock them, then the Germans won't have them unlocked either, haha. I gave them the shotgun feom the beginning as a stop gap because when I started to make the unit they didn't have any breaching method, and it kind was left as their initial gear.
For some other general feedback, your guys start with a lot of locked equipped unlocked. Or maybe that's a compatibility issue? Like the breaching shotgun is locked, but lots of the squad start with it equipped.
Great mod over all though.
@antoshq It is because I took the number from the Spanish USP-Compact and forgot to change the values back to the standard USP, I'll change them ASAP
@Boney It'd be a pleasure, I'll contact you as soon as possible and talk the details :)
awsome mod
If you want i can help you with the german lines and some other things
i was with the EGB for a few years and gladly help to make this mod even cooler o7