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Messages - kimx1636

#1
Can we get a patch for Combat Realism? :D This seems like a pretty damn awesome mod!
#2
NoImageAvailable. I have a couple of questions about the mod since I've been using it for a little while.

1. I can't build turrets from the security, which makes sense since you moved them to the machining table, BUT. I can't find them at the machining table either. Meaning I have no way to build a turret for colony defense. I can still make all the guns and all the ammunition, just no turrets.

2. When my pawns run out of ammunition, they unequip their weapon into the gear, meaning I constantly have to re-equip my hunters whenever they have used their ammunition.


Any suggestions?
#3
I'm having a bit of an issue in dealing with my hunter. Every time she runs out of ammunition she puts her survivor rifle into her gear instead of equipping it, meaning I manually have to tell her to re-equip her rifle every time she fetches new ammunition.

Is there an easier way to deal with this?
#4
Quote from: player13 on May 03, 2016, 03:20:42 AM
Quote from: jackarbiter on May 03, 2016, 12:06:12 AM
Quote from: player13 on May 03, 2016, 12:01:39 AM
Quote from: akiceabear on May 02, 2016, 09:52:21 PM
Quote from: player13 on May 02, 2016, 09:48:14 PM


I haven't tried running a game with just CR and CCL to see if I could see the ammo at the machining table.

Any help is appreciated.

Try this.

Just tried it and it didn't work. Have only these mods loaded and in this order:

    Core
    EdB Mod Order
    Community Core Library v0.13.1.1
    Community Core Library - Vanilla Tweaks
    Combat Realism Core

Try:

Remove edb mod order (ccl should be 2nd anyway) and order the mods manually in the mod menu, then restart.

Removed EdB Mod Order and it worked! First time I've seen that ammo.

It looks like EdB Mod Order is incompatible with CR. I wonder which needs to be fixed or patched. I thought Mod Order was compatible with everything...

Tried running it again with all the other mods I had enabled previously and now it doesn't work again, ha.


EdB Mod Order works with Combat Realism, your issue was that Community Core must always, ALWAYS be second, right after core, otherwise it messes up. :)
#5
Quote from: Ghizmo on May 02, 2016, 07:28:46 AM
Quote from: kimx1636 on May 02, 2016, 07:00:41 AM
Turns out it was Glitter Tech which was incompatible and messing with parts of CR.

Happen to know if there is anyone working on a patch for compatibility?


There is not. I have checked. It sucks, cause I wanted to make a Glitter Tech Post-humanist settlement.
#6
Quote from: Tatte on May 01, 2016, 11:55:27 PM
Quote from: Diana Winters on May 01, 2016, 11:43:59 PM
Either set a loadout or manually make them pick up more.
Also, have you restarted the game after leaving the mod menu?

I did set a loadout and it wouldn't let me pick up ammo, and yes I did restart it.


If you go to page 79 of this discussion you can see the mod dev talk that he's working on the defense part of it, taking some time to get the turrets to accept ammo.


As for getting the mod to work, what other mods are you using?

From the first post: "Mods that modify vanilla weapons, walls, bodies or body parts (human and mechanoid, animals are fine), rock walls or rock chunks are inherently incompatible, meaning whichever mod is last in your load order will overwrite the changes of the other."


I had the same problem with getting this mod to work, the exact same problem with them not picking up ammo. Turns out it was Glitter Tech which was incompatible and messing with parts of CR.


If you use EPOE don't forget to load the CR/EPOE patch, don't forget to load the CCL right after Core, etc.
#7
Quote from: carpediembr on May 01, 2016, 02:39:09 PM
Quote from: NoImageAvailable on May 01, 2016, 12:47:29 PM
Anyone who is having issues with the mod not loading, please follow the standard procedure on error reporting. In particular I need you to append your output_log.txt or else I won't be able to tell what's going on. Also note that I need the actual .txt file, simply making a screenshot of the error log is usually not enough.

I'm not having issue with LOADING, but during the gameplay. I understand that this may not be caused by YOUR mod, but any chance you or someone else can help me out?

Issue: Vendors are not opening their interface. I send a colonist to trade either at a caravan or the comms table, they stand still for a brief moment and return to work. The trading interface does not open.

Mod Load:
1) Core
2) CCL
3) CR Core
4) RimFire 2.0
5) CCL Vanilla Tweaks
6) CPHaulage
7) Craftable Medicines
8) EPOE
9) HaulPriorityLite
10) Hospitality 1.11a
11) Industrialisation
12) Less Incident Trolling
13) M&CO Mining Helmets
14) Mad Skills - Tiered
15) Medical Training
16) Modular Tables
17) More Faction Spawns
18) More trade Ships
19) Recycle
20) RT Fusebox
21) RT Storage

Attached is the outputlog


First thing firsts your lacking the EPOE/CR compatibility patch, same for Rimfire.


Beyond that, as the post states: "Mods that modify vanilla weapons, walls, bodies or body parts (human and mechanoid, animals are fine), rock walls or rock chunks are inherently incompatible, meaning whichever mod is last in your load order will overwrite the changes of the other. Mods that add new guns, body parts, etc. are not incompatible but will likely be unbalanced in the context of this mod."
#8
Quote from: Paralytic on May 01, 2016, 10:38:39 AM
I cant find the defence part of the mod, I assume it's not ready yet.


As far as I have understood he's working on it right now. He mentioned it a few pages back.
#9
My pawns aren't picking up loadouts or ammunition, they don't have weight or bulk, but can still shoot, they seem to be defaulting to FMJ shots. Any suggestions for what I'm doing wrong?

My mod list is:
Core
Community Core Library
Community Core vanilla tweaks
Combat Realism
Expanded prosthetics and organ engineering
Combat Realism EPOE patch
EdB Colonist bar
EdB prepare carefully
Glitter Tech
Tilled soil
map reroll
EdB mod order


Edit: It seems Glitter Tech doesn't want to play nice with Combat Realism for now.