Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
So what's the compatibility situation with VCR? I believe both of your hand/foot options can be disabled in mod options, so obviously one *should* only enable one. But if some hypothetical person* were to inadvertently enable both, would it break things, or would it be benign because they're redundantly making the same change?
*The hypothetical idiot that will probably do this in six months time after forgetting about the duplicated functionality is me.
If a BodyDef has a group where hands/feet are already present, it simply adds the arms/legs to them respectively. So the armor coverage basically auto-expands to them that way.
So basically you get the armor-values of the body-armor for hands/feet but if you also use gloves/boots that give additional benefits (stat-offsets, etc.) those will still fully apply to your pawn. The latter part is mostly to bypass errors from pawnKinds that are supposed to use gloves/boots, which are otherwise causing errors at startup that they are meant to wear overlapping apparel.
How does the feature interact with the support for various glove and boot mods that would add overlapping coverage?
- Added support for HALO - UNSC Faction (works with the inofficial fork for 1.6 as well)
No recoloring due to items being pre-colored.
- 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.
- 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...
- (Finally) added the missing vac- & cold-insulation to Altered Carbon 2 armors via the 'Mod Fixes' setting.
I wish you success.
And ye, I prefer dying the armors with ideology (even if it is tedious), but it just gives something extra to do.
If it's just about changing like the main material - like replacing plasteel with steel or something, that would technically be more possible to implement. But that would need some input about reasonable options, and how they affect the balance. Which means a lot of 'playtesting' I guess.
- Added support for Ancient Weaponry.
- Added temporary fixes for cold-insulation & vac-resistance values in Ancient Weaponry
(Author informed about the inconsistencies. Temporary fixes will be applied with the 'Mod Fixes' setting automatically, until fixed in the respective mod.)
- Added support for the newly added prestige bladelink.
- Made the bladelink deserter helmet from the Bladelink mod craftable as well.
- Added temporary fix for the regular bladelink having the wrong shaderType after the recent update, preventing the item from being colorable. Issue reported to the author - fix will be applied with the 'Mod Fixes' setting.
- Added optional mod patches, starting with making deserter armor from VFE:Empire craftable.
Options to craft the absolver armor from the same mod, and the bladelink deserter helmet from the Bladelink mod will come soon. As always, input for balance is welcome!
Fixes:
- Changed the colorGenerator setting to also apply to crafted armors, which so far didn't all benefit from this feature. Things should be working fine after my own testing, but if you find any outliers, please let me know. Some 'hardcoded' spawning (quests, maps, etc.) can still bypass the colorGenerator and spawn armor in some colors predefined by other mod's code. As for the time being, there's nothing I can really do about it.
But I try get some of the new stuff online this weekend. Nothing particularly noteworthy - just more mod-compatibility & menu changes to prepare for the integration of warcasket patches...
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3535749804
Thank you so much for your support! <3
And for the work in the mod. It is amazing. :D
I have a feeling they are running into similar headaches I did until recently, trying to patch the armorBases directly. But I'm not familiar enough with the mod to really put my finger on the exact issue. Since it just updated recently, it probably just needs to be looked into by the author.
Can you just try loading the game without his mod - to see if the errors remain.
Maybe also trying without https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3344566457 for once, since that one also updated coincidentally in a similar timeframe and comments there suggest that they might have changed something significantly - enough to break ppls games via hash collisions it seems.
The errors in the log specifically tend to happen with mods adding new layers to gear in general - and THAT we're not touching even remotely either. So while I'm checking that mod on my end, to see what the issue might be try to find out if it's related to them.
After this latest update, I am getting some errors which seem related to Alpha Mechs, in which some armors don't seem to have a layer.
https://gist.github.com/HugsLibRecordKeeper/55dec300b7d45cd245a7f18f3db1964d
Would you be able to help?
In fact, you should even be able to use most other mod's patches for the same feature, since most of them directly add the hand & feet coverage to the armors directly. Donald's (and our) patch actually changes the body-structure of pawns, putting hands and feet into the same group arms & legs are already in. In other words; many other mod's patches to achieve the coverage only work on the apparel they are specifically written for - while our implementation is just a global solution that works for all clothes out of the box.
i have a question : when i use Vanilla Combat Reloaded 's Armor Covering Hands & Feet setting,
if i also enable your TSIND Power Armor QA
should i enable your Armor Covering Hands & Feet?or just choses one Armor Covering Hands & Feet setting is ok
thank your mod again
https://i.imgur.com/FTCUShB.png
I'm having the fix up in a few minutes - as with the prior case; I recommend unsubbing & resubbing to the mod to ensure Steam properly updates it (there's currently widespread issues with that again.) In addition you might have to edit the helmet in question there by hand. I would recommend Character Editor for that - it's quick and easy to add the missing stats with it. Would be a waste for a relic helmet to not have its buffs. :)
But yeah, that is on me. I tell you, this one particular mod... Will push the fix in a bit, might take me a while though. Overhauling all its patches to prevent that type of thing in the future.
https://gyazo.com/72340c6d4ab3fa32e6bcc9ea3f3e513e - exposition #1 - settings
With those settings on, armors from altered carbon seem to loose it's buff, at least helmet sure does:
https://gyazo.com/8c8cdc64cbcd391a636e698fa1c9eb55
Bug, feature, load order or some other issue that comes in a way?
With Steam being Steam, I recommend unsubbing & resubbing (after a moment or two) to the mod to make sure you're getting a proper update. Please let me know if you still get the (or any other) error - since it's a weird case and I couldn't really discern which other mod triggered it.
https://gist.github.com/HugsLibRecordKeeper/be0a497a65c248ea4d2e828d237e8d1f#file-output_log-txt-L1649
I see you are still fighting your demons with the recon helmet fix lmao
Ranseur armor only affected by the colorGenerator whenever Icy's retex is also use.
So far so good!
https://imgur.com/hPZ8OHF
Keep it up! This mod is going to be a staple on my modlist.
Royal Arsenal IS on my to-do list. Not on first place, but if you're one to use it, I might as well push it a few slots upwards. I'm nothing really set in stone there, just wanted to start with the more popular mods containing power armor (-likes.) Until now, Royal Arsenal would have been place 3 on the list after Rimsenal - but let's see how much patches it even needs this weekend. :)
Any chance for compatibility with Royal Arsenal? Has to be one of the most popular Power Armor mods (And with the Taste of Vanilla reskin courtesy of IcyCheeseCake it's just too good to pass).
I probably will have to re-write those patches in the near future to make them safer against some potential issues from other items inheriting in weird ways. Should have done so from the beginning. Can't think of any mod that would be an issue, but you never know. :)
I think I fixed all potential issues, pushing right now.
Pushing a fix in a bit, that completely slipped through. Guess I'll need a smarter patch for that in the future - wanted to be 'fancy' and build in some general patch that would apply to random modded armor I might not be aware of, but completely forgot about this silly decision Ludeon made. :D
(btw I am loving the marine helmet reskin, it's fantastic!