Found that Chaos Mode's working fine.
I'll be looking forward to whatever's next. (Neat icon, by the way.)
dljosef wrote:For the weapon pack equivalent to this mod, I say the pistol start enforcement's necessary to avoid the whole "me-too" trap.
Whoah wrote:Do you happen to have a playable beta or anything for the weapon mod, Cyanide? I'd love to test it.
Brohnesorge wrote:Excellent. With that fixed, I can safely say this is one of my favorite monster mods.
dljosef wrote:The "me-too" trap is when two different sets of weapons for the same weapon tier are identical in terms of function. (At least that's how I see it.)
Well, I suppose the once-per-playthrough thing'll work fine. But what if the level set in question split the maps into episodes? (Like Valiant, for instance? Particularly the vaccinated edition that allows mod compatibility)
Someone64 wrote:Why are the patches for Eriguns necessary? Are these for the older non-zscript versions of them? The current 2.0.0 versions don't really replace any monsters it seems. It uses a unidrop script to drop stuff from any custom Masterminds and Cybies.
Gorec wrote:some revenants shoot missiles way too low(fiend shoots from his hips)
Gorec wrote:also jimmy s jukebox doesnt work with this for whatever reason,when the level starts music stop and when you go to jukebox map to change things you cant its not working
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