Инсталирайте Steam
вход
|
език
Опростен китайски (简体中文)
Традиционен китайски (繁體中文)
Японски (日本語)
Корейски (한국어)
Тайландски (ไทย)
Чешки (Čeština)
Датски (Dansk)
Немски (Deutsch)
Английски (English)
Испански — Испания (Español — España)
Испански — Латинска Америка (Español — Latinoamérica)
Гръцки (Ελληνικά)
Френски (Français)
Италиански (Italiano)
Индонезийски (Bahasa Indonesia)
Унгарски (Magyar)
Холандски (Nederlands)
Норвежки (Norsk)
Полски (Polski)
Португалски (Português)
Бразилски португалски (Português — Brasil)
Румънски (Română)
Руски (Русский)
Финландски (Suomi)
Шведски (Svenska)
Турски (Türkçe)
Виетнамски (Tiếng Việt)
Украински (Українська)
Докладване на проблем с превода
I re-did a pistol box, and it (3-4 damage) actually was higher than Conventional, except unlike the Sniper Rifle it only upgraded to Magnetic, despite having a Beam pistol (and all other lwotc variants) in storage. Guess it's not picking it up.
Worked for Heavy Armor / W.A.R Suit too, and that one seemingly has the same stats as LWOTC's W.A.R Suit also... Hmm. I guess it works (except for the pistol giving me magnetic still??? Maybe some other weapon types are going to have this problem). But needs configs to make weapons match LWOTC. Or simply strip the upgrades and put them on real LWOTC weapons.
Only core problem (and this goes for B&T loot merge mod to make Grimy's work in mod-jam via making the mods drop as loot and do away with the lockboxes entirely) is that any armour mods attached to armour, gets deleted and vanish when unequipping the armour. Must manually remove the mod every time - this doesn't seem to apply for weapons though. I had a sidearm holster on a pistol for a long time.