Modifying Perks

  • Please make sure you are familiar with the forum rules. You can find them here: https://forums.tripwireinteractive.com/index.php?threads/forum-rules.2334636/
  • Weve updated the Tripwire Privacy Notice under our Policies to be clearer about our use of customer information to come in line with the EU General Data Protection Regulation (GDPR) rules that come into force today (25th May 2018). The following are highlights of our changes:


    We've incorporated the relevant concepts from the GDPR including joining the EU and Swiss Privacy Shield framework. We've added explanations for why and how Tripwire processes customer data and the types of data that we process, as well as information about your data protection rights.



    For more information about our privacy practices, please review the new Privacy Policy found here: https://tripwireinteractive.com/#/privacy-notice

Trololololololololololo

FNG / Fresh Meat
May 6, 2010
110
35
0
There are some basic changes i need to make to my realism mod to work like it should, by allowing the perks to only affect the human side performance.

For example, every weapon would have same firepower and accuracy to all perks and similar price, but the training-side of the 'soldier' is what differ, that means the ability to deal with the Recoil, or Reload times due to being more used to the weapon, real soldiers are trained to handle every possible weapon even enemies ones, but the difference would still be large enough to retain the importance of perks/roles. Is it possible?

Edit: It is, i just found KFVet files, yet i dont know exactly how to edit those values with the mutator, i could use some help.
 
Last edited: