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Yeah it is strange, the developers have thought the right way to balance many crafting, etc. actions is to add muscle fatigue, and I guess sewing will sprain your neck lol.
I am pretty sure this is how patches work in vanilla lmao
Thanks and glad for help! :)
Hmm, you know, maybe? There's nothing to suggest it can go below 0 discomfort but there's nothing to say it can't go to 0 from e.g. 25% discomfort. This might be a very good way of balancing discomfort in the future, thanks for an idea. We already know that CombatSpeedModifier and RunSpeedModifier can be set to increase parameters which are typically decreased, so maybe this would work for discomfort.
In case yes - can you change underwear to have "comfort"?
In real life, wearing rough clothes without underwear is painfull.
Yeah seen quite a few small issues in B42 unstable myself. Thanks, enjoy.
Thanks but this has nothing to do with this mod - the only line of code that touches the object is the same line as all baseball caps:
TweakItem("Base.Hat_BaseballCap_HuntingCamo_Reverse","ScratchDefense","10");
Major Update.
The mod now covers every clothing and armor item in the game.
Mod also covers run and combat speed modifiers, including armor.
-Added compatibility to every item in:
Small Town First Responders - Core
Small Town First Responders - Main
This is the mod in question. Also, would you be willing to make a patch to the boots it adds as they are quite unbalanced imo? (Too much durability, too much stomping power imo)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2850935956
It will be compatible, but I haven't changed any of the items that mod adds, if any.
@UattO
Thank you!
@Rachel L
Yes, it would be fine - this mod's stats would apply if I edited them, but any other changes would be left alone. I couldn't find the exact one you mean but if it changes textures and models, etc. then that shoe overhaul would work fine. This mod uses the ItemTweakerAPI to avoid overwriting full items, same as e.g. Better Sorting does.