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I know this mod is old and hasn't been updated in forever, but I can confirm it works out of the box with WOTC.
Seems that LWT mod breaks the damage spread on weapons, regardless of damage roulette being used.
This is second hand info l'm just passing it on:
For anyone that has a weapon mod, the Author needs to add the following line to the end of their weapon template.
defaultproperties
{
bShouldCreateDifficultyVariants = true}
Killed my config, verified local files, put it last in the load order.. nada.
If you pushed me l would say mods should stay on the weapons and wouldn't be upset if that was the case universally.
The argument against it is that if you wanted to min/max you can go through the micro-ing of moving all your mods onto a different weapon, and frankly squad loadout is already long winded enough. Having a gun that has a 'personality' of mod combination rather than being a disposable hangar has its own appeal.
Perhaps always give a small chance of destroying a mod that gets removed?
You could implement a larger detection radius for the heavier weapons. i.e. the opposite to what eh LW SMG does, that might balance the +2 damage which is pretty rocking for conventional.
I assume you'll be doing sniper variants and the like.
Would you consider similar armour variants to kevlar, plate etc as part of this mod?
I am considering +Crit chance, and +Crit damage, etc, and I welcome any full specifications you would like to see, but I don't want to just guess things. As it is, it's fairly straight forward for me to add or modify the rifle variants.
How about increasing number of mod slots (or decreasing them!) as another variant variable?
Also consider flanking to hit/crit etc..
By the way I suggest to provide some more information and screenshots.