nayr31-Erect_Steak icon

Erect Steak

Custom TnH character that modifies Flaccid Steak pools to not be a single weapon, among other improvements.

Last updated 2 years ago
Total downloads 5648
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

devyndamonster-TakeAndHoldTweaker-1.6.8 icon
devyndamonster-TakeAndHoldTweaker

An H3VR plugin for modifying Take & Hold

Preferred version: 1.6.8
nayr31-DecoyMag-1.0.0 icon
nayr31-DecoyMag

Adds an empty, non-fillable 30-rnd stanag magazine.

Preferred version: 1.0.0

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.