RimWorld
TSIND Power Armor QA
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Mis à jour le : 9 oct. à 4h41

Hotfix:

- Added missing MayRequire checks for Royalty DLC in the mod-settings menu.


If you're one of the unlucky ones who got the previous update I recommend forcing a clean re-download through Steam to make sure you get the correct, fixed version. Steam has some issues with pushing the latest versions of mods when there is more than one update per day, so this is a precaution to actually get the correct files. If you mod-settings menu is broken (this mod not showing up at all) it's a quick indication that you're affected by that.

Since we changed some older textures and added new ones, we also recommend to delete all old .dds-files and remake them for this mod, for all people who previously converted their mod-textures to .dds

PSA: Don't use RimPy for that conversion! It doesn't work since the 1.6 update - alternatives for it are either ToDDS (standalone, can be found on our guide-site 'Void Archives') or RimSort, which has a version of ToDDS integrated!

Mis à jour le : 9 oct. à 4h18

Changes:

- Added Addie's complete Power Armor Retextures as retexture options.

Fixes:

- Changed a few of Kilo's textures that were of odd dimensions.


Mis à jour le : 29 sept. à 2h47

Changes:

- Added support for Rimsenal: Feral - Rimsenal: Federation - Rimsenal: Harana - Skiritai Armor



Mis à jour le : 28 sept. à 22h59

Changes:

- Added support for Rimsenal: Murder diversified. No recoloring YET due to not all textures being currently able to. Recent updates to those textures now enables recoloring for some of them at least, but they still are set-up in a way that they only generate in their previous color-scheme. So I'm currently still unsure how to approach this aspect. Likely scenario will be an optional toggle that lets you decide if you want Rimsenal armors to be included in the color-settings or not, but at this time I haven't fully decided how to deal with it.

Further Rimsenal content will come soon (likely this week) - I just wanted to get the biggest part out there, since it's overdue for months already.

- Refactored the whole optional setting for craftable Deserter armor. Solves some minor issues with the researchProjectDef showing up unnecessarily by patching it in conditionally. Not proud about that solution either, but it's still better I guess. Also solves an issue where the setting could be accessed even when VFEE wasn't loaded.

This change COULD trigger one-time errors under certain conditions (due to some settings having to reset first) but the scenario of it happening seems fringe enough to let it slide. If you get sudden errors at startup, just open and close this mod's settings once. If you get some error at loading into the save, it should be resolved at the next save/load as well.



Mis à jour le : 26 sept. à 11h43

Changes:

- Added support for Ancient Mech Armors. No recoloring here either, due to items being pre-colored.
- Added/updated fixes for some helmet-masks in Altered Carbon 2 since they broke some new stuff when fixing the previous issue.

Fixes:

- Removed some accidentally left-in .dds files that got uploaded with one of the last patches and blew the mod-size up by quite a bit. Usually that shouldn't concern most users, but to make sure everything works in the best possible way on your end, you might want to delete any potentially left-over .dds-files in this mod.


Mis à jour le : 30 aout à 1h42

Changes:

- Added support for HALO - UNSC Faction (works with the inofficial fork for 1.6 as well)

No recoloring due to items being pre-colored.

Mis à jour le : 28 aout à 1h04

Changes:

- Added support for Space Knights - Armor Expansion for VFE Medieval 2

Stats preliminary set according to the author's description (between recon & marine), no recoloring due to items being stuffed.

Mis à jour le : 27 aout à 3h14

Changes:

- Added support for VAE - More Gloves and Boots
- Added support for Cat's Boots and Gloves
- Added some incompatibleWith info with smaller mods that overlap
- Housekeeping...

Mis à jour le : 13 aout à 11h15

Changes:

- (Finally) added the missing vac- & cold-insulation to Altered Carbon 2 armors via the 'Mod Fixes' setting.

Thought I could just wait for them to be added natively, but turns out this is taking longer than it should take. Anyways, added both stats to all AC2 armors with the same logic done for VA Armors and other stuff before. Meaning; cold-insulation is strict up doubled from the base stat of the armors. In this particular case this means that some values might be even higher than with the main 'cold-insulation' tweak - but the base values on AC2 are already so high, I don't think it actually makes any more difference for ingame balance. AC2 armors probably all are now cold-insulated for anything the game throws at you.

As for vac-protection, all armors straight up just got 'perfect' vanilla insulation (101%) - same as the vac-suit. Given that they are ultra-tech, it would have been weird making them any less protective in space. As said, it's just a temporary fix until the author decided to add their own values anyways. But just people are aware, since there's no extra toggle for those fixes - as all other 'Mod Fixes' they are meant to apply as a bundle. If you have any concerns or input for better values though, just hit us up...

Mis à jour le : 11 aout à 16h10

Fixes:

- Turns out, nobody of you ever used the recolor option in the mod and than later decided to turn it off again, just to realize that the armor in fact doesn't revert to vanilla color options. Yeah, neither did I until now... ...we just act like nothing of that ever happened...