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as eager as I am for the 1.6 update, this post isn't about that. (Seriously, though - when? ;p )
No, it's about the 'Athena Framework' that this mod depends on.
I looked through my mod list, and if I haven't overlooked anything, 'Glitter Weaponry' is the last one that requires that framework.
Other mods that originally did (e.g. the awesome 'Ion Weaponry (Continued)') have managed to integrate Athena's code into the mod itself.
As I try to keep my mod list as small as possible (unsuccessfully), it would be great if you could also try to eliminate this framework's dependency.
What do you think the chances are of this happening?
Thank you for your great mods!
Deggial
(P.S. I hope, the exams went well!?)
Anyway, I'm glad your schedule allows you back at modding, I love your work.
And good luck with the exams!
DetVisor, are you still active in the modding scene?
Do you plan to update it to 1.6?
Easy solution is to just make the weapon fire a lot more bullets at infinite rpm like the charge sniper rifle from VE-Weapons.
Kick-ass mods btw, love your art style, keep'em coming!
Some mod is using downedHitChance which is deprecated and no longer in use. Please contact the mod's author and ask him to remove the said field.
Log: https://gist.github.com/HugsLibRecordKeeper/1125b56b144b3e43c7bafe1130ac405f
Plus the weapons can have some more AP so they can blast through steel like butter
Friendly fire chance also doesn't seem to affect the bullets.
@Derkinstacker It applies on hit, not sure why it's not happening on your side, any errors?
@Doc Cams That is odd, it seemed to work fine for more, I'll do a bit of extra testing.
@OriginalHammy You should be fine adding these, these weapons are all uncraftable which makes them hard to find, balancing out the stats.
@snootbooper I see, I'll fix the issue soon, apologies.