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Messages - N7Huntsman

#1
When a surgery on a pawn fails, damage can be stopped/reduced by the apparel they are wearing rather than applying directly to their bodies. As a result, a pawn wearing heavy armor can suffer no damage from a failed surgery because their armor protects them.

This can be easily reproduced by equipping a pawn with completely new set of power armor and a power armor helmet and having a pawn with little/no medical skill attempt to remove an organ. A message will appear announcing a failed surgery and the metallic tink of armor taking damage can be heard. Inspecting the pawn's gear, you can see that the armor has taken damage from the failed surgery.

[attachment deleted due to age]
#2
A patch for Rimsenal has been completed as well. There's a link to the Github in the description for those who don't use Steam. https://steamcommunity.com/sharedfiles/filedetails/?id=1722645168
#3
This is an awesome mod!

Now, with the ability to use multiple entrances to create tunnels, would you consider adding some kind of simple, 1x1 un-powered hatch that can be used to create things like cellars and such, without the complexity and cost of an entire mining scaffold?
#4
Arrows are indeed crafted at the Crafting Spot and are currently working as intended, so yeah, you have a conflict there somewhere.

The issue with wounds not being healed was reported to me, and it appears to be a conflict with Field Medic, which uses code derived from Combat Extended's stabilization system. Disable Field Medic.
#5
Releases / Re: [B19/1.0] Huntsman's Mods
January 20, 2019, 04:18:45 PM
- Added Combat Shields.
- Updated Rim Guns Extended with new textures.
#6
Releases / Re: [B19/1.0] Huntsman's Mods
December 10, 2018, 01:16:50 AM
Added Rim Guns Extended and Combat Extended: Shields
#7
Since it seems my tendency to accentuate the positive has led some people to gloss over some of the more important qualifying statements I made when I mentioned the Combat Extended Github, I'll need to amend what I said previously, even at the risk of repeating NIA. As he said:

Quote from: NoImageAvailable on December 07, 2018, 05:09:48 PM
There is no 1.0 version currently out.

There's only an offshoot on the Workshop by InsertKey, and the version currently being worked on by the CE team on the CE Github under the Development branch. The Github version is *mechanically functional* in the strict sense that it likely won't crash your game if you were to load it up, and is in such a state as to allow to play-testing in order to better identify lingering issues.

There are currently almost a dozen known issues on the GitHub issue tracker standing between the Development branch version and even the possibility of a CE release for 1.0--these include serious problems with balance, UI issues, and bugged mechanics. This is in addition to who knows how many other issues we haven't encountered yet--there is absolutely no guarantee someone won't unearth a massive, game-breaking bug tomorrow.

With those massive qualifying statements added; if you do wish to help test the Development branch, I encourage you to join the CE discord and make religious use of the issue tracker. Anticipate that you will find serious bugs and that updates will break your saves. While I have the utmost faith in NIA and the rest of the team that we'll all see a 1.0 version in due time, do not expect to be working with a product that is polished or near completion, because that is absolutely not the case.
#8
Since I've seen people asking and this sort of seems like a hub for CE patches, I'll leave a link to my patch here, I suppose. With the Combat Extended dev branch looking almost like a finished product, I've updated the CE-Medieval Times patch. I've uploaded a new version on the Workshop because I'm having trouble getting ahold of Tamias to update his version.

Github: https://github.com/N7Huntsman/MT-CE-Patch
Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1581677051
#9
Quote from: lperkins2 on November 16, 2018, 08:20:30 PM
The development branch on github compiles and runs fine in 1.0.  I believe the precompiled assemblies are also up to date and should function.

I'd say that's saying an awful lot--the dev is still 11 open tasks/issues to deal with to meet the 1.0, including testing transpilers (some of which remain either untested or currently broken), which tend to fail silently. I do not recommend trying to run CE on 1.0 at the moment--wait for a stable, or at bare minimum, a test release.
#10
That's a rather broad question. The best thing I can suggest is to have at least a rough understanding of the function of every piece of .xml or C# that mess with, and to test constantly.
#11
You'll use:

<costList>
  <Steel>20</Steel>
  <WoodLog>15</WoodLog>
</costList>


And just fillin the DefName of whatever the item/resource is.
#12
Help / Re: Can't seem to get my patch working
November 14, 2018, 07:46:51 PM
I'd investigate what Wildfire said, seems like a good start. I'd also double-check that the smithy indeed has a <recipes> tag--it's possible the LotR_TableSmithy doesn't, and simply depends on a <recipeUsers> built into the recipeDefs to name it.
#13
Help / Re: [1.0]Need help for Building Mod
November 14, 2018, 07:35:32 PM
If the mod was functional in B18 or an earlier version, start with a copy of that. Most of the changes should be pretty simple--some of the Def names have been changed ('Component' is now 'ComponentIndustrial') and some of the soundDefs have been renamed ('BulletImpactMetal' is now 'Bullet_ImpactMetal'). Work your way through the error log--unless there is a C# piece of the mod that has a problem, you should be left with a functional mod.
#14
Help / Re: Crafting-spot recipe can't be interacted?
November 14, 2018, 07:13:24 PM
I'm seeing a few issues--you're missing key parts of the recipe, mainly the <workAmount> and the <Product>. Take a look at the code before--it's the recipeDef for a modded resource (in this case, a spool of razor wire) much like what it seems you're trying to do. I'd suggest copy-pasting it and using it as a template.

<RecipeDef>
<defName>MakeWire10</defName>
<label>make 10 concertina wire</label>
<researchPrerequisite>Smithing</researchPrerequisite> <!-- This technology is required to build this item. Don't want the requirement? Delete this tag. -->
<description>Turn steel into 10 coils of concertina wire.</description>
<jobString>Making concertina wire.</jobString>
<workSkillLearnFactor>0.25</workSkillLearnFactor>
<effectWorking>CutStone</effectWorking>
<soundWorking>Recipe_MakeStoneBlocks</soundWorking>
<workAmount>2000</workAmount>
<ingredients>
<li>
<filter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</filter>
<count>30</count>
</li>
</ingredients>
<products>
<RazorWire>10</RazorWire>
</products>
<fixedIngredientFilter>
<thingDefs>
<li>Steel</li>
</thingDefs>
</fixedIngredientFilter>
<workSkill>Crafting</workSkill>
<recipeUsers>
<li>TableMachining</li>
</recipeUsers>
</RecipeDef>
#15
Help / Re: Tips for making textures
November 14, 2018, 07:03:37 PM
Can you upload the mod itself somewhere so people can glance through it and try to troubleshoot it? If you're doing something as simple as workshop and you're throwing that many errors, you've probably got at least a few significant formatting errors people are going to struggle to guess at from the errors alone.