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Rapporter et oversættelsesproblem
Could you fix this problem please? I hate psytrainers so I disabled them..
However, to me, the tuning feels off sometimes. I sometimes get a ton of the same quest reward item in one quest, i.e. 10 small vanometric power cells.
Would it be possible to add settings to the mod? For instance, a setting that represents an upper limit on how often the same item might be offered in a single reward option?
None of the mechanitor rewards are intended as quest rewards. They are intended as rewards for fighting the respective bosses. I don't want to trivialize that mechanic. This also applies to items acquired by beating bosses in Dead Man's Switch. Sorry.
Would you be okay adding the different tiers of chips from Alpha Mechs and stuff from the dead man switch series?
Thank you in any case, this is a great mod 🥰
The worst case scenario is always going to be that one mod overwrites the other. My mod does exactly one thing, so if it gets overwritten, there's no point in using it.
Regarding the specific mod you're asking about, it looks like it doesn't affect quest reward loot lists, and so is completely compatible with mine. It's a bit more sophisticated and complicated than my mod.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3526957922
Does this mod alleviate that issue and allow all items from quests?
That's my best guess anyway. My mod should have nearly zero effect on when quests are generated and the monetary value of the rewards.
Thanks for the heads up though; I'll keep an eye on it while I'm testing.
The mod Better Ancient Complex Loot, however, specifically deals with the contents of crates. This is in fact separate from what my mod does, making these two mods compatible and not conflicting.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2559244124&searchtext=Quest
or would this mod conflict with yours then?
Similarly, the industrial prosthetics are all craftable. I can understand wanting certain items on the loot table anyway even if it's craftable, but the whole point of this mod is to make uncraftable items easier to acquire. Sorry.
New items in the loot tables:
Shuttle Engines
Archaen Seeds
Unique custom weapons
Treasure maps (considered a book)
Sentience Catalyst (considered a neurotrainer)
Gravcores and gravlite panels follow special rules and as such are not affected by my mod. Pilot Assistants, Blood Warmers, Vacsuits, and the new beam gun are all craftable and are thus excluded. The cerebrex node is not intended as a normal quest reward so you'll have to get it the hard way (have fun). I considered adding thrumbomane but decided against it; you'll have to find the source yourself.
I expect that at the time posting this very few people will actually know what all of those names are referring to. Hope you enjoy the new expansion!
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3420999158
I've added support for Mechanoid Upgrades, and Mechanoid Upgrades - Archotech. These mods have a very long list of items but from my perspective it should be pretty simple. I made all of the different chips and modules the same drop rate - if that's not appropriate, please let me know.
Speaking of, I've dropped support for the original Altered Carbon mod and added it for the Altered Carbon 2; if you have an existing game with the original AC mod it shouldn't break anything but some items might not show up in quests.
@Angel My mod specifically does not change the value, in silver, received as rewards. That is calculated before my mod does anything. So at least in theory, my mod shouldn't affect that.
I've removed Psychokinetic Shield from the loot list. Turns out Integrated Implants disabled it in their own mod. Shouldn't have created any problems aside from the error message.
I've updated the CONN stuff to use the new mod's consumables. The mod changed hands a while back and the new author has kept everything up to date and working; kudos! You'll see the CONN consumables in the loot lists again.
If you find this mod overpowered, just don't use it. The vanilla quest rewards are just fine for most playthroughs, after all. How powerful this mod is depends significantly on your exact mod list and I'm sure you can find certain combinations that can break the game.
I'll take a look at CONN and Integrated Implants, thanks.
Could not resolve cross-reference to Verse.ThingDef named PsychokeneticShield (wanter=thingDefs)
{LINK FJERNET}https://gist.github.com/HugsLibRecordKeeper/295cb0432615e52481a1afef49897375
The changelog of the original mod says they were fixed since March 2023, and I had no problems spawning and trying them out today
https://gtm.steamproxy.vip/sharedfiles/filedetails/changelog/2045064990
It just feels weird to start as a tribe and being offered all these late game items.
My guys barely even know how to handle a short bow, i dont want pulse rifles or neurotrainers.
I would rather get items that fit to my tech level, so it wont feel out of place ;/