Fixes errors in several weapon mods, makes valid weapons for weapon mods more consistent, restores missing weapon mods and makes them available for purchase, fixes errors in merchant inventory, makes merchant inventory more consistent, combines Nails and Nail Gun Ammo into one item. (Expand for detailed listing)
- Allowed the Nail Gun to accept all Gun mods (Hooligan, Detox, Shock, Pride)
- The Nail Gun can no longer accept the Hooligan Rifle Mod. This will not affect Nail Guns which were already modified with it, though they will lose the visual indicator of the modification.
- Added Nail Gun and Harpoon ammo to Trevor Rogers' level II shop inventory (was present in all other levels of his shop)
- Added Uncommon Nail Guns to Trevor Rogers' level I shop inventory
- Added Very Rare Nail Guns to Trevor Rogers' level III shop inventory
- Lowered the price of Nail Gun Ammo to be the same as Nails (150, down from 350)
- Changed display name of Nail Gun Ammo to use the name of the "Nails" crafting item instead
- Replaced all instances of shops selling Nails with Nail Gun Ammo
- Changed all Blueprints to use Nail Gun Ammo instead of Nails
- Replaced Nails with Nail Gun Ammo in all relevant loot tables (I've ignored ones for the intro/outro sequences)
- Changed Upping the Odds for Marvin II so that he asks for Nail Gun Ammo instead of Nails
- Replaced two static instances of Nails in the Flooded Jungle with Nail Gun Ammo
- Basically, I've made Nails and Nail Gun Ammo into the same thing.
- Added Uncommon Harpoons to Zoey's level I shop inventory
- Added Rare Harpoons to Zoey's level II shop inventory
- Harpoons can no longer be modified by the Shock Gun Mod
- Allowed Harpoons to be modified by the Pride, Detox, and Hooligan Rifle mods, in addition to the existing Shock Rifle Mod
- Fixed an error in Amanda's shop inventory which prevented her from selling Rare Harpoons as she was meant to
- Removed homemade weapons and any other weapons which are level capped from all second and third-level upgradeable shops, replacing them with non level capped versions
- Changed upgradeable shop inventory so that crafting items are never removed from inventory on upgrade, but are only added to, e.g. if Trevor sells Large Nails before any upgrades, he will sell them during all other levels of upgrades.
- Also did something similar for any orange-rarity weapons sold by upgradeable vendors. If they can sell a specific weapon at orange rarity at level 2, they will also have a chance to sell it at level 3 (no upgradeable vendors sell orange weapons below level 2).
- Changed Dr. Jane's inventory so that the crafting items she sells are added gradually as you upgrade, instead of all at once at level 3
- All varieties of Throwing Knife can now be modified with the four poison-based weapon mods. Previously only three of the 10 possible varieties could be modified.
- Fixed an error with the Diamond Edge Mod and the normal Kanabo (it was referencing an incorrect name for the upgraded weapon model).
- Altered the unused Juggernaut Gauntlets mod to use Bronze Knuckles instead of the removed Exotic Brass Knuckles
- Altered the unused Red Hot Blade Mod so that it can actually modify weapons
- Gave Alex (the merchant in Henderson) the Juggernaut Gauntlets Mod, Red Hot Blade Mod, Shock Bomb Blueprint, and Shotgun Ammo Blueprint
- Gave Amanda (the merchant in Halai Village) the Head Cutter Mod
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I agree, i think you shouldnt have changed how the nails work, the nail components were not recognized in any way as part of the required materials on creating modifications, instead, the nail ammo was used, i now have unused 10 nail ******* components > nail ammo, but nail ammo can now be infinitely bought on shops so, i say the change could be better if the nail components can also be recognized as part of the requirements.
I looked upon the scripts relating to the file, can be easily modified though, the problem is located @ the inventory.scr; line 383. this is to help others if the author of this mod might be inactive.
I forgot to mention, copy the values of Ammo_Nailgun to the CraftPart_Nails, then getting both items shall register the nails as one item that can be used in crafting and as ammunition to the nailgun, it seemes that the author forgot to merge the functions of the items together.