Blahblah_Curtis

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  1. I literally know nothing about you besides these forums yet I know if you raise your child with the same sort of respect and willingness that you've had towards this community and a mod that you've spent way too many hours on without payment you're going to be a great dad. Congrats dude and goodluck for the future. Any chance of pictures of the little ORMtnBoy? Also @W1Ndextor is it still true that you will be trying to continue this mod? How's that going?
  2. Of course not in the base game. Developers don't want to turn this into crystal meth and opium simulator. But if they could just put the mechanics of in depth(ish) addiction in then it allows modders to add whatever they want. Remove painkillers and replace them with different types (panadol, codeine, morphine, different dosages, etc) for different pain and effectiveness but also different effects on the body and mind when using, when addicted and when withdrawing. Would definitely be interesting to see.
  3. The game won't let me reload magazines anymore. Any ideas? A little red box appears whenever I click reload after right clicking a mag.
  4. With the smoker trait now in, with what is pretty much an addiction and need for cigarettes, is there anyway to mod it for more in depth addiction effects, relapses and quitting. Such as more negative moods the longer without a smoke, items to help ease the pain (nicotine patches, etc). And if this was possible (probably not) any chance then there would be a way to make it so regularly drinking alcohol, using pain killers, etc gives an addiction trait with adverse side effects when not using for a while. Then even the implementation of more substances with positive effects but also the risk of addiction (stronger pain killers, cold medicine, prescription drugs in the pharmacy, changing that weed mod on the workshop and perhaps more drugs). I'm aware this probably wouldn't be possible, but would be nice to hear it from someone ahaha. Cheers Curtis
  5. You're an absolute babe. This sounds amazing honestly. And I'm pretty sure the dev team are already working on an ammo crafting system for base game guns, I'd imagine you'd just wait for that to be released before working on ammo crafting correct?
  6. Hey ORMtnMan Any chance you could add the code that makes not all items found at 100% durability, as can be found in hydrocraft and the base game? Just think it would be a bit more balanced and realistic. Obviously guns found in the gunstore would be usually close to perfect durability, police stations could be usually good durability and guns found in houses or people would be hit or miss. Also, any chance there could be one container in police stations that could have a chance of spawning any sort of ammo as well as any gun or magazine (as an evidence locker, guns that have been confiscated from criminals). Obviously not as high durability. I'm sorry for the waste of time if any of this is not possible. Congrats on the kid, take your time with this mod. Your family and job is more important than a mod you're making for free.