A small addon that changes axes to be more "realistic" and set them apart from knives.
Mainly made for myself, but sharing is caring. This is an early version of the addon; balance may need tweaking and bugs may appear.
Changes:
- Axes can no longer be used one-handed or put in the knife slot (hunting axe excluded).
- Axes can no longer skin mutants.
- All knives now have a range of 3.75.
- All axes now have a range of 6 (5 for hunting axe).
- All axes have had their damage values increased.
Installation:
Merge the included gamedata folder(s) with the one in your Anomaly directory, replacing files when prompted.
Apply only one compatibility patch, *after* all affected addons.
Installing through Mod Organizer 2 is heavily encouraged.
Compatibility:
Should be compatible with anything that doesn't change m_knife.ltx or bind_monster.script.
Compatibility patches are included for EFT Weapons Reposition (EFTWR) and Grok's Ballistics Overhaul (GBO).
Known Issues:
- Axes spawned prior to installation may be unaffected by the addon.
Changelog:
v0.2:
- nerfed axe range from 7 to 6
- removed unnecessary files (axe descriptions)
- axes can no longer skin mutants at all
- fixed a bug where the regular axe and fireaxe could still skin thinskinned mutants
- made changes to axe damage
- damage values increased overall
- added/balanced secondary hit and crit damage values
- made significant changes to hunting axe:
- can be used one-handed again
- deals significantly less damage than other axes
- slightly decreased range
- deals high critical damage (relative to its normal damage)
- added compatibility patch for Grok's Ballistics Overhaul
- added fomod installer for Mod Organizer 2
v0.1:
- increased damage for all axes
- decreased range for some knives
- increased range for the regular axe
- only hunting axe can skin thickskinned mutants
- changed axe descriptions
- added compatibility patch for EFT Weapons Reposition
If you have any comments or suggestions, just holler at me on the Anomaly Discord.
Average
9.511 votes submitted.
So this addon wont be compatible with "Pistol and Knife in Binoc slot addon" rigth? Sorry for my english.
I looked at the files for it and there are no conflicts, though I'm unsure how they will behave together. Try it!
Much likely not compatible with Grok's Balanced Overhaul of Ballistic System (where axes and knives are rebalanced already)
Great addon, Great Preview Picture. 10/10
I feel like at least the hunting axe should still be able to skin mutants.
Also, what is your rationale why hunting axe remains one-handed? Not that I disagree necessarily, I'd just like to know why.
I'm on the fence about letting the hunting axe skin mutants, but definitely considering it. On one hand, how tf do you dissect an animal and delicately separate its organs with an axe? On the other hand, it would give it more of a mechanical difference/advantage over the other axes, like the hunting knife.
The other changes to hunting axe are just made on my gut feeling of how it ""should"" work. The model is slightly smaller and (in both vanilla and with this mod) actually deals less damage than the other axes.
The way it works now, the hunting axe offers a compromise - it still offers a significant damage increase over knives, but is not as powerful as the other axes. It's more versatile and is a balanced way of "having your cake and eating it too" - without making it a no-brainer pick over other melee weapons.
Ideally, the two-handed axes should be good enough to warrant taking up the secondary slot, which is why they offer better damage and range as well.
Hope that clears some things up!
"On one hand, how tf do you dissect an animal and delicately separate its organs with an axe?"
Probably just not delicately, I mean. Your chopping it up.
If this didn't mean completely reworking the mutant harvesting mechanic (which wouldn't be worth it) I would say give it the full yield of some things like meat and external organs (hands, feet, heads), while lowering the chance to harvest internal organs intact. Way to much effort to justify though.
Then again, a sharp axe almost handles like a knife when you are holding the head directly. Sadly the animation from the THAP mod does not reflect that. The actor flips the axe around and drags it across the mutant exactly like he would a knife, which just looks plain weird.
I have reenabled it for now, since I wouldn't use axes at all otherwise. Maybe you could make it an optional patch in the future?
"The way it works now, the hunting axe offers a compromise"
That makes sense, both gameplay and immersion-wise. I could see carrying the hunting axe at the belt like a knife instead of across the back like I'd imagine the actor carrying the second slot weapon. I couldn't imagine carrying the larger axes at the belt.
There's absolutely nothing challenging about skinning an animal with an axe (warning: dead animal ahead):
https:// youtu.be/aTM7Csb3_iU
Could you make a mod, that just simply scales down the fire and hunting axe to a normal size?
In third person view, the fire axe and the hunting axe is a bit oversized. The normal axe is ok.
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