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Would it works? Like both that faction and this mod.Wonder if anyone try these.
I saw Rising Tides: The Program mod needs uninstall any Rising Tides mod
This then makes it so those added abilits trigger bump in the night , but they wont have the advantage of the 3 perks acidblade,hidden blade and psiblade since those are tied to the berserker slash directly
Go to this mods config , scearch for the line that adds the bump in the night ability (just scearch for bump in the file or smth)
and below that line add:
+AbilitySlots=(AbilityType=(AbilityName="RTBerserkerKnifeAttack", ApplyToWeaponSlot=eInvSlot_PrimaryWeapon))
change the eInvSlot to Primary or Secondary depending on where u put your sword
After that , go ingame , use the rpgo_rebuildSoldier command to refresh the perkdeck and get the now available berserker-slash ability
If you use that ability now ingame instead of the normal slash it works with bump in the night
Things to note: It still doesnt matter what sword you have equipped , the game still takes values from its i guess "queens sword" which the values you can configure somewhere in the original mod as far as iam aware
(Dual wielding would probably not work either afaik)
I might try n test if it works when changing the targeted slot
Sad that there is now way to just apply a perk to both weopens (or weopens in utility slots) or atleast i dont know of a method iam not a modder ;/
You can use both but i may glitch on level up..
Final note: If you really want too use this mod save at EVERY promotion.... Just in case.
reading the comments it seems this mod does not work. Shame this is the coolest mod when it comes too visuals. Anyone thinking of downloading avoid this mod, the pain of losing everything half way through your game is crippling.
When I tested it it worked. But I'm guessing that some of the other skills may be interfering? I noticed that when two skills do pretty much the same fundamentally only one of them triggers. However with the amount of specs out there it's pretty much impossible to determine what skill does interfere with what skill.
None of the blade passives work either. They don't apply acid or bypass armor, or steal life, none of that. The only abilities that work as functioning are Extinction Event, Mentor, and Mind Wrack. Tried both versions of Rising Tide, and tried purging ini files and starting fresh. Vanilla blades in secondary and primary slots, combat knives, spec ops knives, katana pack, shields, Shard Gauntlets, Ripjack, nothing will work for melee passives.
Is anyone else having any problems with this? Almost none of these perks are working for me.
Teek does not grant visibility of enemy soldiers as advertised. Bump in the Night does absolutely nothing, at all. It says it grants bloodlust and conceals you if you kill someone. Gave it to my assassin soldier, does nothing. Shooting them, grenades, stabbing them from afar or getting adjacent first, nothing. Mind Meld does not grant any form of benefits or bonuses, using F1, it says it actually strips my soldier's will to nothing, even with a full-squad using it.
Hmm, I thought I added it. Turns out I made a small spelling error so it wouldn't show up. I'll fix it in a bit, thanks for pointing that out.
Hmm, some may. But some may not as they may be dependent on the slot the weapon is equipped in and the shard gauntlets are primaries while usually melee weapons are secondaries.
If they weren't required in the original mod, they aren't required here.
Thanks! Just updated it with your numbers :)
Nice. Mind if I incorporate that with the next update?
Yup, forgot to add that part in the description at first :)
@Sir Serigala
Hmm, I'm not familiar myself with The Program, but if we assume it uses the same class names and ability names? It could work. You'd probably have to try it by simply disabling the Rising Tides mod and running it with the Program mod instead and see if you actually get the abilities that way. Can't say for sure.