Erect Steak
Custom TnH character that modifies Flaccid Steak pools to not be a single weapon, among other improvements.
Last updated | 3 years ago |
Total downloads | 6409 |
Total rating | 4 |
Categories | Characters |
Dependency string | nayr31-Erect_Steak-1.1.1 |
Dependants | 0 other packages depend on this package |
This mod requires the following mods to function
README
Erect Steak
The name of this project is a joke that relates to the H3VR (a game about shooting hotdogs) character "Flaccid Steak".
The changes this character brings:
- Start with a decoy mag (stealth) or a knife (lethal).
- All static guns and grenades are now pools related to what they were before.
- Stinger has been changed to a general rocket launcher pool with reduced cost (3 instead of 4, like the controllable launcher).
- Reduced starting points (3 -> 2)
More Information
The idea of this character is to only tweak the values, to add more playability.
Starting equipment changes:
- Spawn with a decoy mag or combat knife
DecoyMag
is a custom item that is included within the mod, that can only spawn at the start of the round. It has enhanced thrown properties, making it ideal for distracting sosigs.- These starting items were to fix the sometimes annoying starting rounds, while also including some role-play elements
- Inclusion of cityrobo's RangeFinder mod in the rangefinder pool.
- This means that the vanilla rangefinder can instead spawn as the modded one. Preferably, I would want this modded rangefinder to always spawn, but I know some people would want the vanilla one, so Im leaving it up to chance to be fair.
- The stinger sucks in most environments, giving other launchers a fair chance.
Small QOL improvements:
- Extra panel spawn on first take phase
- This will ensure options for either the mag upgrader/buyer, or the ammo panel
- Removed recycler from first take phase
- Changed the icon for the battle rifles section to the battle rifle icon and not the bolt-action rifle icon
Changelog
1.1.1
- For real this time
1.1.0
- Removed decoy mag from mod, now depends on DecoyMag mod
1.0.5
- Changed assault rifle pool generation parameters (should stop only 3 guns from spawning).
- Changed ordinance (stinger) pool to exclude Meat Fortress weapons.
- Changed bolt action icon to be the battle rifle icon, since it makes more sense.
- Added 1 more panel to spawn in the first take phase (1 -> 2). This was done for
1.0.4
Fixed decoy mag spawning with guns that didn't have magazines (magazine type was set to M_None
, seems like those guns use them).
1.0.3
- Removed the recycler from the first take phase.
- Changed the always spawning box to either spawn a decoy magazine or a combat knife.
- The reason behind this change was the overall utility and performance of the box.
- This also gives some more role-play elements, either lethal or a more stealth approach (you can still knock sosigs out with a magazine, so non-lethal as well).
- Now depends on OtherLoader
1.0.2
- Box now spawns with starting equipment.
- Reduced starting points by 1 (3 -> 2).
- Added compatibility with cityrobo's RangeFinder mod.
1.0.1
Changed suppressor token cost (4 -> 2).
1.0.0
Initial Release.