Been dying for this to update since A10, seems recruiting has gotten a little more difficult. Miss this mod so much!
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#2
Releases / Re: [MOD] (Alpha 10) Rimsenal v0.27 : Alpha 10 compatibility patch
April 20, 2015, 07:55:32 AM
I've fallen in love with this mod as someone who's obsessed with power armors, did have one minor suggestion for a company. Why not a civilian based company with armors and helmets for boosting stats/movespeed/etc? Something like the close combat's description but for heavy lifting with little or no armor.
Really hope to see this keep expanding keep up the good work!
Really hope to see this keep expanding keep up the good work!
#3
Help / Self bandaging apperal?
February 15, 2015, 03:19:40 PM
Just learning the ropes of modding and decided to give my first idea a go but seem to hit a block. Wondering if there is an activity or what needs to be called to treat an open wound? Or if it would even be possible. Like a bandage that could be put on and then after so many ticks it has a change to stop bleeding. Would be grateful for any help!
#4
Outdated / Re: [MOD] (Alpha 8) Materiello (Mod naming skills, ho!) Cummingtonite≠Strohmite fix
February 15, 2015, 09:50:56 AM
Love it! Needed some new metals for my brawlers and I needed to learn the code for materials, thanks a ton!
Oh... One other thing, every pirate raid is now a pirate rave ohmahgawd the colors @.@ *throws shapes*
Oh... One other thing, every pirate raid is now a pirate rave ohmahgawd the colors @.@ *throws shapes*
#5
Outdated / Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
February 14, 2015, 10:03:29 AM
Damn, here I was hoping it would have been as easy as slapping in a bodyDef and thingDef for handCS, oh well! Anyways thank you so much for the amazing mod and the direct feedback! I'm certainly going to tinker with it myself some more

#6
Outdated / Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
February 14, 2015, 09:22:58 AMQuote from: elStrages on February 14, 2015, 09:18:14 AMQuote from: popster99 on February 14, 2015, 04:19:49 AMphone post auto correct!
that misspelling of nerf lol nurfQuote from: HahaOhWow on February 14, 2015, 06:58:56 AMsorry what I should have said is they are higher the coded weapon stats. legendary knife ay, never seen this. As it stands then Im not sure what I can do about it, this would be a hard coded pawn issue. It would need to know that it needs to use the melee weapon with the highest damage, equipped or not. i don't know what else to suggest other than don't install them, sorry. But as it stands right now i cant do much about it.
I've yet to see an installed body part hit harder than a legendary knife (40 every .33) or spear ([email protected]) the body parts seem to be 15-17 damage if I remember... Not sure if it's one of the many mods I use or vanilla legendary vanilla weapons being really stronk. Will take a look the xmls then.
Yeah I was looking over it all and coming up with a work around for using the highest damage equipped limb/weapon would have been too much work, I did edit the damage/swing on the cyberHands and upped the cost to compensate. But now I'm stuck with not being able to put cyberHands on any pawn that's had surgery on their arms (including transplanted human arms).
#7
Outdated / Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
February 14, 2015, 06:58:56 AM
I've yet to see an installed body part hit harder than a legendary knife (40 every .33) or spear ([email protected]) the body parts seem to be 15-17 damage if I remember... Not sure if it's one of the many mods I use or vanilla legendary vanilla weapons being really stronk. Will take a look the xmls then.
Edit: Found and removed damage factors (sans hands and my brawlers are back up to sending limbs flying!
) and noticed there's no hands defined on two tables. Still new to modding and was wondering if just snipping in a BodyPartDef and a ThingDef for hands would allow hands to be installed with arms? or am I over simplifying things?
Edit: Found and removed damage factors (sans hands and my brawlers are back up to sending limbs flying!

#8
Outdated / Re: [MOD](Alpha 8) Cybernetic Storm - Bug Fixes & Change (v3.35 update: 01/02/15)
February 13, 2015, 09:47:46 PM
Forgive me if this has been asked in the previous 27 pages but I have a question that's been rather bothersome for me. I've always tried to use mixed unit tactics (from weapons types to including brawlers for flanking) and I have fallen in love with this mod pack BUT it puts a kink in my brawlers. The spine (major problem can't remove a spinal implant without complete mobility/manipulation loss and there's no 'human spine'), sternum, hands and arms all overwrite whatever melee weapon they have equip to use their damage instead despite the fact that the weapon they are holding is stronger in every way. Is there a way this can be changed? Even just a quick point to where the damage for the parts is in the mod file itself so I can remove the damage aspect would be much appreciated! Sorry again if this has already been answered.
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