This mod ever gonna get an update by chance?
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#3
Outdated / Re: [A16] Halo: Outer Colonies - Core
May 01, 2017, 04:40:28 PM
Side note, i am getting a shit tone of errors with just this mod and the alien one. Ive got Core, Higs Library, Alien races, this mod, and prepare carefully. Ive loaded the alien races mode before this mod as after this mod and i get errors out the ass.
#4
Outdated / Re: [A16] Halo: Outer Colonies - Core
May 01, 2017, 06:42:34 AM
Yo dawg, your mod isnt on the workshop anymore! Leat i cant find it. Some damn HERESY GOIN ON ABOUT THE PLACE! Hope its goin good though, mod is baller.
#5
Releases / Re: [A15c][WH40k] Astra Militarum Imperial Guard Mod v1.32 (13/11/16)
November 20, 2016, 05:46:46 AM
Tau wouldnt hurt, the guys mod is nice but parts of it arent crisp and a few of the items have no option to use them unless spawned in. Necrons will make everyone despair because Decurion detachment. I dont want those fuckers popping back up after i scrapped them! Nobody cares about those knife eared assholes. Nids maybe?
#6
Outdated / Re: [A14] Adeptus Astartes - v0.5 - updated 5.08.2016
October 28, 2016, 04:56:25 PM
This mod gonna get an update to 15?
#8
Outdated / Re: [A13] Combat Realism v.1.6.4 (06.05.16) Pre-release: Turrets
May 07, 2016, 11:13:11 PM
I dont use High caliber, im using the plain ol Combat realism because id love to have my M41A pulse rifles have a magazine and such. And can i use JUST the defense mod without dealing with the rest of the mod?
#9
Outdated / Re: [A13] Enhanced Development - 2016-05-07
May 07, 2016, 07:05:12 PM
Is there a core mod for this? That plant growth 24/7 wont work or somethin. :/
#10
Outdated / Re: [A13] Combat Realism v.1.6.4 (06.05.16) Pre-release: Turrets
May 07, 2016, 06:38:27 PM
Sidenote, where the hell are you pulling the sounds and textures from for the guns?! D8<
#11
Outdated / Re: [A13] Combat Realism v.1.6.4 (06.05.16) Pre-release: Turrets
May 07, 2016, 06:12:21 PM
Was curious, is it possible to add weapons from other mods into this on our own? Not sure if theres a crapton more coding needed. Was lookin through the Defs to see what makes it tick.
#12
Outdated / Re: [A11b/A11] New Misriah Armory 0.4.1 (Halo Weapon Pack) | 9.7.2015
May 04, 2016, 04:32:05 AM
Wont work in thirteen, but im getting the hang of modding a mod so as an amature i might be able to make somethin like this work in 13, maybe even make the weapons buildable at a bench in the default game or maybe rig up somethin. MAYBE Modding the mods to work like guns is pretty easy though. Notepad++ is your friend. Do side by side comparisons of the mods weapon Defs and the games "Core" mods weapon Defs.
#13
Outdated / Re: [A12d] Warhammer 40k Weapons V8.0
April 21, 2016, 11:40:54 PM
It works, but even with just that mod i cannot get a lasgun to either spawn or be selected from the start. Must go back to my lab for more tests.
#14
Releases / Re: [A13] USCM weapons and equipments v1.15 (21/04/2016)
April 21, 2016, 11:38:42 PM
Same here. With your mod active, i get a bunch of errors in the window about a pawn unable to complete an action. Stonecutting is a no go for it aswell. Old saves work just fine without the mod enabled.
#15
Releases / Re: [A12d] USCM weapons and equipments v1.13 (23/11/2015)
April 21, 2016, 01:04:50 PM
Id say take a peek at Rimsenal. They have a turret system, also the ED defense mod has some updated turrets. Honestly i dont use many automated turrets, just gun emplacements.
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