Colin248
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hey mate! i play with the walkersim mod, but i do notice alot of your guns dont produce sound. or enough sound, to lure enemies. is that something with the config settings? (or perhaps heat generation too)
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perhaps relateing it to the heat system could work?
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im curious, im useing itzels gun pack, yet im pretty sure the weapons are not produceing noise to attract enemies. im curious, is there any tags he needs to add to do with volume or something in order to make it compatible?
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also this. top tier of rockets but can only do tier 1.
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So enchanted shotgun shells have 2 variations. one upgrades normal shells, thats fine. the other consumes a box of shotgun shells, 100 of em, and turns them into 1 enchanted shell.... i think there may be a problem here. XD
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man this mod vanished from this page for a while, was terrified something happend. ;-; so glad its still up so me and my buds can rock the new toys. ❤️ thanks so much for the effort you ahve put into these guns. verity is the spice of life, and i hope they just keep coming
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recently updated itzels weapon mod, was telling the gang about it but just noticed its gone poof from the mods. anyone know whats going on with it? im only subscribed to the guys youtube, duno were else he may keep people informed. 😧
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been useing this mod for a day now, gota say, love how populated the world is now! did a fight in a wasteland prison complex, and the amount of hordes that turned up because of the noise was @%$#ing beutifull. such a long and never ending fight to take the prison, but we managed to do it. hooooowever, i do have a question: is it possible for the zeds to not respawn on startup? as in, if i clear my base and local town, they dont respawn when i restart my game. perhaps saving the progress being made? i know i can set new actors to spawn at the edge of the world and slowly shamble inwards, that will be my goal. but i do want to keep the progress i make at clearing out areas of the world. purgeing a town for example so no more backup arrives when raiding places. or simply making my home base as clear as possible of nearby zeds.
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im tempted to give this mod a try, but im a little worried for balance issues and such. and a rocket wielding foe does sound so dam nasty, especily for horde night. anyone got any reviews and such on this fine looking mod?
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Hey izayo! recently picked up this mod, even left a comment on your latest youtube video. your work is... @%$#ing fantastic. ive been seeing the weapons as they crop up on this forum over the years, i been tempted but never grabbed it till now. what a regret that was! i will say the 1911 pistol right now seams super dam strong for a tier 2. but that makes me hopefully the garand wont be T2 like said in your guide. the worst thing you could do is call the garand *mid* 😛 jokes aside, i am curious, is your plan to convert over ALL of the weapons you have had in the other packs? verity is the spice of life, and when they are as... @%$#ing beautifully crafted as you have made, i am so happy to be here for it. il gladly take a plathora of new awsome weapons to enjoy, along with the vanilla. now if only there was a mod out there that added fair and ballanced foes to use this amazeing weaponry against. XD
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Bdub, figured id also ask, your planning to update the vehicles so that each one shows the relivent upgrade attached to it? say the armour mod and such? think i saw you say something like that a few comments ago.
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(1.0) LittleRedSonja T2 evolved into T3 grade weapons
Colin248 replied to LittleRedSonja's topic in Mods
i wont lie, appreciate this! one thing i hate, no, DESPISE about the tier system is how once you reach tier 3, the other weapons become useless. for melee weapons? i kinda get it. iron into steel axe n pick, but even then, useing chainsaw and auger can be side grades depending on your build. same for spears, going from stone - steel is.. fine, cos not much can be done with melee. but man oh man i wish the ranged weapons all had been balanced to be usefull entierly. i remember the pistol being good for clearing POI's, but for horde night you need that damage with the SMG. made both guns usefull through the game, and a joy to find. best example was when the marksmans rifle was in the game. use that, or the hunting rifle? hunting was a beast of a gun, able to pop heads and keep a chain going for MASSIVE damage. but the marksman was better for hordes due to its DPS. then came the tierd system and... man. just @%$# that all away. X_X keep up the good work! may look into this more when a bigger arsenal comes out -
hey man! got to crafting, or soon to craft the UAZ 452, but the bundle included the accesories. turns out the vehicle does not have the accesories in its ingredients. ;-; spings instead.
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yeh been giving the game a fair shake with the changes, see how the magazines work out. honestly i aint apposed to it since it helped tone down my progression, but its annoying to try and max out the other skills since i need to either: A: respec and go into them to find the magazines, or B: gain enough levels to even start in the other trees. its nice that progression is now more from exploring then leveling, but even still, frustrating in some aspects. firmly believe the forge shouldn't be magazine or skill gated. especily with how water is now, gota get a pot ASAP. however, right now im just lacking much of a end game, and wasteland realy helps with the blood moons later on. nothing like a zombie mixed super mutant horde to spice things up!
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gota ask man, hows progress with updateing wasteland? curious how your gona change up the base game with it, considering what TFP have decided to tweek.