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Merge Makeshift Items Mod into base game, pt 1. #37275
Conversation
None of these items are actually feasible. They weren't in core because they got rejected. |
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Okay, so this turned out to be more involved than just moving the jsons over, so I'm going to look at the Kevlar vest, pistol bayonets, and sword bayonets separately. First would be the makeshift Kevlar vest. I've updated the OP. |
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So it's a vest entirely made of kevlar panels stitched together with thread? I'm quite certain that's not a workable solution. I recommend if you want these items in mainline, take the barest outline of what's in the mod and make a new recipe starting from first principles, because as has been pointed out, the items in the mod are deeply flawed. |
Summary
SUMMARY: Mods "Moved makeshift Kevlar vest from Makeshift Items Mod to base game."
Purpose of change
Discussed in #26809. (Better late than never). Not related to #37272, though its appearance was the kick I needed to finish this.
Describe the solution
Mod merged fully; it's very small and all items are pretty straightforward.Given how small it is, I'm not even sure how it came to be and why these items weren't a part of the base game in the first place. Did the original author have grander plans for it?Well I was completely incorrect.Makeshift Kevlar vest moved over; recipe changed from 5 minutes to 30.
This recipe is pretty similar to XL Kevlar vest. The resulting item ends up with 6 bash and 12 cut protection (vs 8/16 of the regular one). Given the skill requirement and needing fairly rare materials, that seems reasonable.
Describe alternatives you've considered
I see no room for variance.Should protection be lowered even further? Should it have increased encumbrance?
Testing
Game compiles, loads, new recipes and items appear.