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Messages - Heresy

#1
Rimfire needs to be loaded after Combat extended, and it works wonderfully for me (rimfire version 2.4)
#2
Quote from: Saebbi on April 15, 2018, 04:42:06 PM
Quote from: Heresy on April 15, 2018, 09:15:28 AM
Could you please add links to the original mods you have made patches for? I can't find the warhammer mod neither here nor on the workshop for example.

I did, click the (original) links for the main mods.
The Warhammer mod is in the Unfinished section btw.

Thank you for your reply, i did not see there were 2 links. my bad.
#3
Could you please add links to the original mods you have made patches for? I can't find the warhammer mod neither here nor on the workshop for example.
#4
Quote from: Chestnutcute on December 12, 2016, 04:56:23 AM
im getting weapons disappearing probably due to the ammos related mod? is there any solution for this or am i doing it wrongly? =/

-edit-
i had to manually pick up the cartridge and kept them in their inventory for specific gun else when they use ...the gun will just disappear "poof" O_O

it does not disappear, it just gets put away into their inventory. if they have a melee weapon i think they equip it.
#5
Quote from: moonra on November 26, 2016, 01:50:33 PM
This may be a stupid question but... the different files have different songs, right? Or am I supposed to only use v8? You make no mention of that in the first post so that got me a bit confused.

You could have read the changelog to instantly figure this out. You only need the latest release.
#6
Hmm i wonder if the name is just a coincidence

starts reading mod description
vanilla like experience, etc, looks at flintlock pistols yeah doesnt sound like him
notices scattergun, scroll a bit
tier 2 ballistic hmm, tier 3 gauss, tier 4 lasers
-.-
gauss rush was a mistake

Welcome to the community Lewis

PS if you won't mod in a power generator i'll be surely disappointed j/k
#7
Playing with latest release, and for some reason i cant grow corn or rice even though i have the research and seeds. All the other plants looks like ok.
#8
thank you that was pretty fast
#9
You don't have to remove caveworld, which is good cuz I really like that mod. Look for Keldo's comment a page or two back now. Or I will just quote it here actually.
Quote from: Keldo
You need to add the line DarnknessRevampSB between EdBModOrder and Darkness_Lights_A13_1.0 :
<li>EdBModOrder</li>
    <li>DarknessRevampSB</li>
<li>Darkness_Lights_A13_1.0</li>

And change Hospitality load order :
<li>RT_SolarFlareShield-A13-1.0.0</li>
    <li>Hospitality</li>
<li>EdBColonistBar</li>

You just need to make sure these mods are in the right place in the mod order list. If you aren't using darkness revamped, just make sure hospitality is in the right place in the list.
#10
known bug from combat realism, if it bothers you can use the development mode destroy tool to get rid of them.
#11
suggesting feature for loadouts. hopefully it is possible to implement. add a forcewear option to weapons and ammo so when clicked it adds the items to the loadout tab. sry for engrish