Codename Veneza: A Sky Driver Mod - v2.7.1 / v1.6

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Vordenko
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Re: Codename Veneza: A Sky Driver Mod - v2.7.1 / v1.6

Post by Vordenko »

Mackery wrote:Okay, would I need to use Slade to open into your mod's files for the mugshot?
Yeah, that's also the main tool I used to make this mod.
thedeathrunner123 wrote:Can this be used with things like ketchup, droplets, or Nash's gore mod?
Haven't tested it with Ketchup, but Nashgore is already implemented into the mod.
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0mrcynic0
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Re: Codename Veneza: A Sky Driver Mod - v2.7.1 / v1.6

Post by 0mrcynic0 »

Is there a possibility in the future that the splash damage of the BFG would be increased?
Blus
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Re: Codename Veneza: A Sky Driver Mod - v2.7.1 / v1.6

Post by Blus »

How to enable a new HUD?
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RastaManGames
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Re: Codename Veneza: A Sky Driver Mod - v2.7.1 / v1.6

Post by RastaManGames »

Sad, that weapons and monsters are into one pack...
I wish it can be separate, 'cause weapons are really nice and can be very dope with some custom monster packs.
Ltnumbnutsthesecond
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Re: Codename Veneza: A Sky Driver Mod - v2.7.1 / v1.6

Post by Ltnumbnutsthesecond »

can you make a setting that disables the portable medkit stuff? I only like the guns and I feel like that stuff is iffy
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Facínora
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Re: Codename Veneza: A Sky Driver Mod - v2.7.1 / v1.6

Post by Facínora »

RastaManGames wrote: Tue Aug 24, 2021 4:21 am Sad, that weapons and monsters are into one pack...
I wish it can be separate, 'cause weapons are really nice and can be very dope with some custom monster packs.
It can be played with monster mods, at least some of them:

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