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Do you think that it might be worth it to include crafting schematics from @J_Fred's additions for vanilla armor and weapons in the main mod? The...
Do we even have enough Junk for this? I have not tried it yet, but this implementation sounded better to me: It has an advantage of being...
This. So it only happens on the first turn? There may be ways to exploit this, given how visibility is handled in the game, but an option is...
How would they work? Anything that improved less popular skills is good in my book.
The gain is that the enemies can pick up dropped weapons, but they can't loot a corpse. So if, say, a pistol is dropped on death, it can be picked...
I like the minimalistic approach of Effektor when you do not introduce new items just for the sake of crafting. Shotgun cells for a frag grenade,...
A hard limit to what you can win at a table in a day or two should be easy to implement. Similarly to how it is done with slot machines.
The skill requirements are fine (well, maybe not the ones for a dynamite). You are not supposed to do everything at once, and it provides a reason...
I am fine without restricting crafting to the cities. Though if you feel the need to do so for balancing purposes, or for role-playing ones, I...
Frankly, I mostly care for economic changes. :) 1) The AP change from 5 to 4 was a good one. I don't use pistols midgame, as I switch to shotguns...
5 is fine, I suppose. Ironically, the perk would have been more usefull to low-Int characters, but they do not get the access to it.
And now you are not. The trait is ridiculously overpowered because it does not have a drawback - you can make up for the skill points lost by...
I meant the inclusion of Mr FixIt at all. I can only speak from memory now, but it is, basically, a crafting mod, isn't it? I am in favor of that....
I like the economy and Mr. FixIt aspects of the mod. Combat rebalancing - not so much. Currently there are too many changes I am not overly...