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Messages - dark309

#1
Quote from: sumghai on June 06, 2019, 10:41:21 AM
dark309, make sure you completely replace the original CE with the forked version, as the fork contains the extra ammo crafting definitions you're apparently missing.

As for the turret mods, those have nothing to do with the patches for Rimmu-Nation mods. Check that it's not those mods causing problems themselves - you may have to figure that out by manually disabling/enabling each mod one at a time, in a process of elimination.

FYI - I've just relocated to an Asian country with strict internet censorship, so I may be a bit slow to respond to questions here.

@sumghai :
Thx for the info,i will confirm it again for the fork version, i just copy and past to old version locate ,maybe i forget to choose cover the old files, i will test it for a more clear modlist to check for it (cuz i also have some table mod for space using QoL)
for the turret issue, i am thinking i'll just del the research required def for a quick test,maybe it can let my log have less red info
thx for the info again, have a good trip :D !
#2
Quote from: Retry_02Hide on June 03, 2019, 03:45:59 AM
Quote from: sumghai on June 02, 2019, 08:35:09 PM
Quote from: Retry_02Hide on May 31, 2019, 05:46:01 AMSorry for bothering u guys, but I have some problems when I tried to use the CE compatible patch made by Sumghai.
I am not sure if I use them in the right way, but I just create a 'patches' folder in CE's 'Patches' folder and put all the xml.
You're using them the wrong way. The current version of the patches are supposed to go inside each of the original mods' folder (i.e. Mods\(RH) The Ghosts (1.0)\Patches).

In the long term, I am working RaptorX and AthenaSulisMinerva on forking CE to better support all RN mods, as well as more mods in general than the original CE:

https://github.com/AthenaSulisMinerva/CombatExtended
Thanks for your reply, but same errors still occured after I install them in the way you said. Maybe there's some other mods conflict with those patches.
However, the patches from the github link you post work fine thorugh some little tests. Thank you for making these awesome mods work with CE!

hi modder sorry for interrupt something else,i am using fork version ce,the ghost and other faction runs great and not seens got red or yellow log for now,but i found recipe about ammo seens got some wroong when started,and you cant creaft ammo about those (all about grenade and rocket ammo type)
sorry for some reason i make my log read only so there are not any byte in that so i can just captuer screen anc copy some on started log and paste at here:



and this is log for image https://pastebin.com/9AhVND2J

And another thing i'm not sure that is my mod list conflict or something else



because i use 3~4 turret mod, i think that maybe use origin reserch def for MultibarrelWeapons or what? ,for this img's log  https://pastebin.com/JJgt4aHe

@sumghai  are these issue can be fix at easy and just cost little time?

Personally i feel first issue is a bit affect game play experience ,that just can't creaft some ammo is annoying

sorry for my bad grammar and sentence because english isn't my first language.
#3
thx for update :D
#4
i can use numpad for squard but cant see defensive buttom

https://gist.github.com/HugsLibRecordKeeper/f3643bb3df5d066c38e5b35777818e15


#5
i got problem from disconncet to server
debug log spam and cant stop


Exception filling window for PhiClient.ServerMainTab: System.NullReferenceException: Object reference not set to an instance of an object
  at PhiClient.ServerMainTab.DoBodyRightBar () [0x00000] in <filename unknown>:0
  at PhiClient.ServerMainTab.DoWindowContents (Rect inRect) [0x00000] in <filename unknown>:0
  at Verse.Window+<WindowOnGUI>c__AnonStorey292.<>m__1A0 (Int32 x) [0x00000] in <filename unknown>:0
Verse.Log:Error(String)
Verse.<WindowOnGUI>c__AnonStorey292:<>m__1A0(Int32)
UnityEngine.GUI:CallWindowDelegate(WindowFunction, Int32, GUISkin, Int32, Single, Single, GUIStyle)