Re: What gameplay changing mods are you using?
Posted: Tue May 09, 2017 11:43 pm
Was just trying to delete my mistakes, then you replied and now I'm stuck.Clibanarius wrote:Stop that.
https://www.pavonisinteractive.com/phpBB3/
https://www.pavonisinteractive.com/phpBB3/viewtopic.php?f=15&t=25820
Was just trying to delete my mistakes, then you replied and now I'm stuck.Clibanarius wrote:Stop that.
LW2 allows you to remove weapon mods by default. No need for this mod.Maebalzurakin wrote: Remove Equipment Mods
Seriously. You can make a gun from scratch, but you cant figure out how to remove the scope? Another must have.
Thank you. I use a separate mod launching program that shows conflicts. I carried over all of my mods from vanilla and it didn't show a conflict for this one. It's always nice to trim the list.Tuhalu wrote: LW2 allows you to remove weapon mods by default. No need for this mod.
I hate to be 'that guy', but Revival Protocol and Restoration Fix is redundant now, for the fixes from it are baked into LW2 itself. Ever notice how you'll do Revival Protocol and you'll see Panic Removed twice? That'd be the why behind that little cosmetic oddity.deaconivory wrote:This is my current 1.3 mod list.
Thanks for the catch. I haven't taken Revival in 1.3 and had forgotten to remove this mod.Clibanarius wrote:I hate to be 'that guy', but Revival Protocol and Restoration Fix is redundant now, for the fixes from it are baked into LW2 itself. Ever notice how you'll do Revival Protocol and you'll see Panic Removed twice? That'd be the why behind that little cosmetic oddity.deaconivory wrote:This is my current 1.3 mod list.
Oh?Zyxpsilon wrote: xx) A bunch of QoL magic gimmicks
Let's see if i can track down the essential for ya... (( QoL==* √ ))sarge945 wrote:Oh?Zyxpsilon wrote: xx) A bunch of QoL magic gimmicks
Obviously it's your game and you mod it as you like but concerning the "not intuitive" part i think many people don't understand what medikits are really in this game. They are not a "cure light wounds" spell, but rather some mix of stimulants, painkillers, sci-fi "spray on bandages" and other emergency measures that can avoid immediate death and possibly bring you on your feet but won't repair actual damages.sentinel wrote:Added make heals persist to my list.
I think it is not intuitive if healed soldiers end in the infirmary for months even though they were taken care of on the battlefield.
I feel this is a typical "game mechanics vs realism" situation. Since a soldier before taking damage and after being healed back to full are indistinguishable in tactical combat, it feels that it game mechanically should be identical. Obviously that's not realistic like you say.LordYanaek wrote:sentinel wrote: Obviously it's your game and you mod it as you like but concerning the "not intuitive" part i think many people don't understand what medikits are really in this game.