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Rapporter et oversættelsesproblem
In addition, in the mod is the Blueprint Files I referenced to create these NPCs.
As for ones, I've got - Yeah this holds all the SW NPCs I had operational at the time
Thank you for creating this mod, however there seems to be an error whereby once one of these NPC are spawned all weapon systems dont work. they give Drain option like they are some sort of sorter. or ejector.
Possible to fix so I can pay this again?
However the speeder is composed of blocks from ImperialMod.
This mod just spawns NPCs using MES, and the grids are made of blocks from ImperialMod.
Nothing in this mod, nor those is special or more difficult to remove than normal.
This mod only has NPCs - said NPCs use blocks from the dependencies.
Once removed as the grids use modded elements, they'll likely vanish entirely.
In the future; In theory
At least the frigates are at 15/s usually, at least in my settings.
But I will look into it, as they should be moving
SCALP Fightercraft, begins at 500 PCU and ends at 1500 PCU
Corvette Begins at 1k PCU, Aggressive Corvette, 1.5k
Frigates begin at 2k, and more above.
#Mining Guild Planetary & Space:
Relays begin Deployment at 700 PCU.
Supply Caches begin at 10 PCU, and end at 400 PCU
Enforcement begins at 450 PCU.
I haven't reworked the space yet, only Planets, so there's no High-spawn-rate space unit all that much, in comparison to other mods.
No idea why. Even tried it on it's own with no luck ether.. Only ever get SW ships in space from the ugly mod. Can't figure out what i did to bug this mod out thow. Ive stopped playing now as i was so over trying to get stuff working. Hope you have more luck then me Clone, GL.
Planets have the majority - but I'm not sure how their %s are against other mods.
if so, let me try the mod now; it might have fixed it's self.
thank you for you understanding and patience.
Which I needed to adjust sound for anyway