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Are the guns sorted properly at least? I made sure they follow vanilla itemTag conventions, but please let me know if some guns are out of place or something.
Yes; you can remove mods via the gun disassembler object, sold in the gun shop.
Sure, just remember to credit me, including the people I credited.
Sorry to get back on you late on this; univ stuff happened.
The mod should be compatible with other mods. Please report any mod incompatibilities in the Bug Reports discussion, though.
Note that this mod is known to be incompatible with Wildfire (unknown reason, have yet to check), and is incompatible with Enhanced Elemental Effects due to how the fire status effect death explosion is configured (I have yet to provide a fix for EEE).
You could try, but the scripts for that feature are specialized for the primary ability of the weapons of this mod (
The weapon mods are essentially "augments" that, when right-clicked on an item, makes the game call an
The "augment" scripts I did, especially
Hence, you may not necessarily be able to utilize them for melee weapons, especially if they're missing the primary ability properties that are referenced by the augment scripts. I also plan on refactoring and reworking how the weapon mods are structured and applied.
You (and all modders) have my express permission to see and replicate how I implemented the weapon modding mechanic, as long as you credit me and the people I credited in this mod. The github repository should be linked in the mod description.