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https://steamproxy-script.pipiskins.com/workshop/filedetails/?id=3157163173
It is indeed at lines 1033:
class arifle_AK12U_base_F: arifle_AK12_base_F
{
class WeaponSlotsInfo: WeaponSlotsInfo
{
mass=71.599998;
};
};
Info that are missing from line 1105 and following definitions.
There seems to be an error on the AK-15GL version. Having no magazines, and a magazine well that's non-existent for the EGLM underbarrel. Could we get a fix, or...?
On "power levels" i meant more on what the settings are focused around on, but that would be answered by the realism part, so disregard.
Thank you for the answers, that makes it way clearer.
If stuff inherits from the items tweaked it will pass it down unless the inheritance has defined it itself.
I'm not quite sure what you mean by "power levels". I have not tweaked any damage or ballistics to ammunition or weapons, I have only what I have listed in the description.
I understand, yes obviously ill use the respective mods for the specific mods, i was wondering if they would inherit the stats.
In general, what is the "power levels" of this line of mods? (close to RHS guns, GM or ? )
Project infinite.
Global mobilization dlc.
Those two would be awesome to have.
1. Weapon weights on based on real life (as much as I could find on the internet).
2. Mostly balance for consistency sake but also in RL feel.
3. Yes. All balance mods should be compatible with each other (none are dependent on each other nor should they interfere in negative ways).
4. Yes, although this specific mod only does vanilla items.
1. What are these mod changes based on? (real life, vanilla, etc)
2. What do they try to accomplish? (RL feel, gamey balance or?)
3. Will the balance mods work with the rest of them? (RHS/VANILLA/ETC)
4. Will other mods that mod RHS/etc work with this balance or? (For example one that adds more ammo)