I think the mod have a side effect that's reducing player recoil?
I'm not entirely sure though.
I think the mod have a side effect that's reducing player recoil?
I'm not entirely sure though.
I was about to make a post similar to this but instead of buying from traders or the flea market I get the infinite loading screen from completing quests.
I've got this mod along with Fin's AI Tweaks and LUA's Spawn rework. I'm wondering if there's an optimal mod order for these three?
Current mod order:
Andrudis-QuestManiac
Carl-BlackoutEXP
Carl-KalashDuet
Carl-QHB
Carl-STAR15
CoreMod
Ereshkigal-AkiConfigurator
Faupi-HideoutArchitect
Faupi-MunitionsExpert (1.2.0)
Lua-CP-SpawnReworkReborn
MakesSense (1.1.1)
SamSWAT-C79A2 (1.0)
SamSWAT-FAMAS (1.5)
SamSWAT-L85A2 (1.0)
SamSWAT-SCARH
SamSWAT-SUSAT (1.0)
ZEreshkigal-AllinOneMod
zFin-AITweaks (1.19.0)
zThatGuyXIV-RandomLootGen (2.1.9)
It definitely did, thanks!
Love this mod but I'm having trouble setting a value for "Percent of Hi-Pen and Low-Pen ammo to remove from gear list" would setting the value at [1, 1] give the widest possible range of ammo or would there be a better set of values?
Ok I'll backup and try it out, if anything strange happens I'll post again.
Would a drop in update from the previous version be safe?
I also finished a few of the quests from the previous version too.
Just to clarify: items are non-FiR when you enter Scav raid and still remain non-FiR even after extract?
When entering as a player scav the items I spawn with aren't marked FIR.
But I've been messing around with removing mods, doing test scav runs.
Seems like it's worked itself out when I extract everything is marked FIR but still marked non-FIR when I enter.
Tried a few player scav raids, not sure whats making player scav items not marked as found in raid.