marcinl0 Posted July 30 Share Posted July 30 Show Chance To HitMake IMP Great AgainDrop Everything but 50 Percent of itevermine (mines never run out)Active Pause BASIC TACTICAL MOD IMHOIncreased Damage Automatic FireIncreased Firearm DamageJA2 Mercs Tony's Blackmarket" Trader Mod Combat Suit What is yours - about 10 must have JA3 mods - list. Link to comment Share on other sites More sharing options...
Warmonger Posted July 30 Share Posted July 30 Mines, JA2 mercs will test, more ammo, IMP I use Link to comment Share on other sites More sharing options...
sandman25dcsss Posted July 30 Share Posted July 30 (edited) I think there are no "must have" mods currently. I use 15 mods based on personal preferences, all change some mechanic or show extra info as I don't care about cosmetics. Edited July 30 by sandman25dcsss Link to comment Share on other sites More sharing options...
Melliores Posted July 30 Share Posted July 30 The only must have mods are those that provide bug fixes or extra settings. The Custom settings mod achieves a lot of what some of the more picky players have requested - way to modify the drop rates of certain items, change the number of mercs you can recruit and even apparently now has sorting functions for the sector inventory. 🙂 Link to comment Share on other sites More sharing options...
J1v1n Posted July 30 Share Posted July 30 I don't use any modifications at all, especially none that make the game even easier like showing the chance to hit, increased drop rates, infinite mine income, or enhanced damage since the commando difficulty is good for me the way it is and I like it to be challenging. If I had to use any, I would use the ones that provide bug fixes or easen the organization of e. g. the inventory and such. 🤗 3 Link to comment Share on other sites More sharing options...
votadc Posted July 30 Share Posted July 30 I just liberated Ernie Island so I will keep run modless for now. I despise the concept of mines being depleted during your mission (you finish the old game in just a year of you take It super slowly)...too bad luck: they have been used for decades then poof just when you needed them. If no reuban in game then a Reuban mod, also I like trashy mercenary from first game: most MERCS were still super good compared to them. Link to comment Share on other sites More sharing options...
Beak Posted July 30 Share Posted July 30 Is there a mod for sorting inventory yet? Link to comment Share on other sites More sharing options...
Melliores Posted July 31 Share Posted July 31 @Beak The Custom Settings mod has a Sector inventory sort feature. I haven't tried it yet but apparently it works as expected. 2 Link to comment Share on other sites More sharing options...
marcinl0 Posted July 31 Author Share Posted July 31 yes, this custom settings mod is probably the most important and useful. Now I also prefer updated combat suit mod. 1 Link to comment Share on other sites More sharing options...
marcinl0 Posted July 31 Author Share Posted July 31 and basic mod Show XP and Level Link to comment Share on other sites More sharing options...
sandman25dcsss Posted July 31 Share Posted July 31 Explain Morale Influences https://steamcommunity.com/sharedfiles/filedetails/?id=3012307920 Link to comment Share on other sites More sharing options...
marcinl0 Posted July 31 Author Share Posted July 31 great idea morale is important = + bonus action point. Now understand Fox + Wolf team bonus. Link to comment Share on other sites More sharing options...
sandman25dcsss Posted August 1 Share Posted August 1 (edited) other must have mods created today: Trap is Mechanical or Explosive? https://steamcommunity.com/sharedfiles/filedetails/?id=3013111721 Fix Claustrophobia, Guilty, Sinful https://steamcommunity.com/sharedfiles/filedetails/?id=3013009157 Edited August 1 by sandman25dcsss Link to comment Share on other sites More sharing options...
marcinl0 Posted August 1 Author Share Posted August 1 Fix Claustrophobia, Guilty, Sinful it is so important for special mod ? Not included in the first patch ? Link to comment Share on other sites More sharing options...
Raeven Posted August 1 Share Posted August 1 (edited) I haven't noticed that bug with claustrophobia etc in vanilla myself. I'm playing through the game unmodded and it's just fine. Not sure if I'll do a second playthrough later or not, usually I only play games once. Every one of the mods in the original post lower the difficulty in one way or another, which I haven't felt a need to do on commando. I find the game to be reasonably well balanced without them. Edited August 1 by Raeven Link to comment Share on other sites More sharing options...
marcinl0 Posted August 1 Author Share Posted August 1 To be honest: playing now in JA3 (with only first patch bugs etc) without useful mods for me is senseless. 1 Link to comment Share on other sites More sharing options...
shadoww Posted August 1 Share Posted August 1 (edited) i hope someone make different ammo color mod just like in ja2. i want to see my gun's loaded ammo red if it is armor piercing or dark blue if it is hollow point. i also want to see some gamechange about weapons. very very first rifle you find at first island (Gewehr 98) can not be better than fn-fal, m-14, m-16 at all. there is no point using auto weapons if your merc doesnt have auto weapons trait or too high mark and ammo piercing bullets. all they do is 20-30 damage. Edited August 1 by shadoww 1 Link to comment Share on other sites More sharing options...
Raeven Posted August 1 Share Posted August 1 10 minutes ago, shadoww said: i hope someone make different ammo color mod just like in ja2. i want to see my gun's loaded ammo red if it is armor piercing or dark blue if it is hollow point. i also want to see some gamechange about weapons. very very first rifle you find at first island (Gewehr 98) can not be better than fn-fal, m-14, m-16 at all. there is no point using auto weapons if your merc doesnt have auto weapons trait or too high mark and ammo piercing bullets. all they do is 20-30 damage. Idk, the ARs hav lots of useful mods available and use far less AP, esp. guns like the Steyr aug. Plus you can use grenade launcher which is very powerful. I don't find ARs to be useless by any means... Link to comment Share on other sites More sharing options...
sandman25dcsss Posted August 2 Share Posted August 2 I created a must have mod for those who feel the game is too easy: "disable stealth kills". Link to comment Share on other sites More sharing options...
marcinl0 Posted August 3 Author Share Posted August 3 Especially, Custom Settings mod now is complex mod with more and more integrated useful options. Link to comment Share on other sites More sharing options...
mrflagio Posted August 3 Share Posted August 3 Longer IMP Names is mandatory for people who like their IMP names to be formatted like other mercs 🙂 Link to comment Share on other sites More sharing options...
Claypl Posted August 3 Share Posted August 3 (edited) @Raeven I have encounter that bunch of times with Vicki. She get debuff after bunkers and that drags on what it seems forever. I got handicapped by some of these for long time, longer then I would expect.. Personally I run All Mercs at Start - it help to build your fav team more reliably, they still can refuse but on start but it is way less of problem, after you start campaign it get back to normal random approach which is how I like it Descriptive Ammo Icons - because I'm blind Explain Morale Influences - because I want to learn, sometimes these effects are confusing Fix Claustrophobia, Guilty, Sinful - just added it based on suggestion here, again it messed me bad couple times, I'm OK with debuff being there but it should not last as long as it does. I will try to get some clarifications whether this work as designed or it is in fact bugged. So nothing game breaking I think.. It will be interesting what will end up becoming vanilla after couple patching rounds when Haemimont boys get back from holidays. Edited August 3 by Claypl Link to comment Share on other sites More sharing options...
Melliores Posted August 3 Share Posted August 3 I can attest that Claustrophobia, Guilty, Sinful are working as intended - the game expects that you have some longterm morale penalties by making certain quest decisions. I actually thought they were permanent effects, but it appears that they last 30 days. A long time in JA3 but still a meaningful penalty. By installing that mod you are essentially making them meaningless since you can sleep off/train/repair and get rid of that debuff. Link to comment Share on other sites More sharing options...
Claypl Posted August 3 Share Posted August 3 @Melliores that seems kind of pointless then to hire anyone with these debuffs. Imagine taking -1AP debuff for 30 days after your tutorial bunker with Vicki. Then you have one average encounter and you got -2AP. I dont mind it to last longer but 30days is crazy. Would be fine with couple days, to week, but anything over that period is killing effectively taking those people on team. Link to comment Share on other sites More sharing options...
sandman25dcsss Posted August 3 Share Posted August 3 (edited) 21 minutes ago, Melliores said: I can attest that Claustrophobia, Guilty, Sinful are working as intended - the game expects that you have some longterm morale penalties by making certain quest decisions. I actually thought they were permanent effects, but it appears that they last 30 days. A long time in JA3 but still a meaningful penalty. By installing that mod you are essentially making them meaningless since you can sleep off/train/repair and get rid of that debuff. Not meaningless, it still affects fights on the level. Claustrophobia means you can't fight underground or in bunker, that's it, it should not affect you after you are back to open space, at least not for the whole month. Edited August 3 by sandman25dcsss Link to comment Share on other sites More sharing options...
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