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https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3509077372
(Is it Lua or Luna, I forget.)
In regard to delisting, i dont want to have two incompatible mods. Second one will fix problems with this and expand with much more content such as TechRifle, custom UI and TechRaptor. Might be more in the future, currently im very short on spare time so im developing bit by bit.
For the remake: Can it be made where as long as the TechBattery still has power, the Tech-Armor can be activated? I've had on many occasions where fall damage triggers the armor and I have to wait for the battery go charge to full.
For the Delisting: You're mod works and functions as advertised (which can't be said for most), there are minute issues that's I've have noticed, and I don't see a reason why it should be done.
Now you're the boss, so what you say goes, but I can't not say something. It's a good mod, don't ice it please.
WARNING: Potentially invalid damage modifier in <Character Name>. Could not find any afflictions of the type "cyanidepoisoning". Did you mean to use an affliction identifier instead?
<Character Name> is the full name of the character that activated the armor.
There's pretty much an error for every single affliction type.
Any chance for a fix? Because of these warnings, the game lags out a bit when you activate the armor.
TechPassiveModuleCheatCharger
CheatSplicer
Check patch notes for further details