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Messages - NoImageAvailable

#181
Releases / Re: Possible bug with Hospitality?
June 28, 2017, 03:26:34 AM
Quote from: Frug on June 28, 2017, 12:28:34 AM
If I select a visiting pawn and go into their gear tab, I can cause them to drop items from their inventory by clicking the drop button. This only works when they've walked into my home zone and been marked as guests, and only works on items in their inventory and not on items they have equipped. Have not tried this with the Hospitality mod disabled, and it is not game-breaking, but the temptation can be hard to resist at times.

Its a Hospitality issue, not related to CE.
#182
Quote from: XeoNovaDan on June 27, 2017, 07:56:40 AM
Quote from: Mufflamingo on June 27, 2017, 07:14:02 AM
Why cant I wear Jacket and Gloves at the same time? ???

That's... odd. Are you using the latest HnF version?

Jackets occupy the 'Shell' layer, whereas all apparel included in this mod all occupy the 'Overhead' layer - which replaced 'Accessory' from previous alphas. Furthermore, Gloves no longer cover shoulders because that was just a hideous workaround to get them to work with bionics.

Overhead is for hats, Accessory was renamed into Belt (which is what shield and smokepop belts are using).
#183
UPDATE: v1.3 released

Version 1.3 was released on GitHub with some minor balance changes. This is mostly a utility update to add a compatibility patch between CE and Zombieland, graciously provided by Pardeike. It also adds a French and updated Korean translation, courtesy of Boundir and AwesomeDOWD respectively.

The full changelog on GitHub.

ATTENTION STEAM USERS

As the guy in charge of maintaining our Steam release has been busy these past few days the Steam release unfortunately still has the 1.1 version. We will update it as soon as we can, until then updates will unfortunately only be available via direct download.
#184
Quote from: AllenWL on June 24, 2017, 02:00:05 AM
Is it just me, or is the steam version of the mod really slow to update?

The guy who handles our Steam release hasn't been around the last few days, until he gets back its not getting updated.
#185
Quote from: XeoNovaDan on June 23, 2017, 03:59:23 AM
I'd put CE at the bottom of load order because of its patching nature; it patches any mods above it in the load order that it's compatible with, to work with CE.

That's not how patches work. CE will patch all mods regardless, load order only comes into play if another mod patches the same value (in which case the one with lower order will override the higher). But then that shouldn't be a problem except in cases where a) the mod makes changes that are fundamentally incompatible with CE, in which case load order won't fix the hard conflict or b) the other mod is written in a sloppy fashion that is prone to override other mods' changes for no reason.

The reason Apparello needs to be below in the load order is because the patch changes the Apparello tribal shield to inherit from an abstract def defined in CE and defs can only access abstracts from mods higher up in the load order.

Quote from: AllenWL on June 23, 2017, 04:37:28 AM
I think I found a bug. If a pawn with a shield gets attacked by a prisoner and blocks the attack, the prisoner does not get the 'guilty' label. The only turn guilty when they actually manage to hurt the pawn, which sorta makes it annoying when executing prisoners who constantly go berserk or try to run away.

I wouldn't call that a bug so much as the entire guilt system being kind of rubbish in general. If they swing at you and miss entirely they won't get flagged guilty either.

I may or may not make a separate mod in the future where guilt is just a more or less permanent flag that gets assigned to anyone who spawns as part of a raid. So that traveler you arrested when he was just passing by and resisted arrest would never be flagged guilty and anyone who arrives to murder and pillage is automatically guilty even if he gets downed by a deadfall trap before firing a single shot.
#186
Quote from: IHateRegistering on June 23, 2017, 12:44:55 AM
There seems to be an error with the apparello tribal shield:
XML error: Could not find parent node named "ShieldBase" for node "ThingDef". Full node: <ThingDef ParentName="ShieldBase"><defName>Apparello_Tribalshield</defName><description>Shield made of planks and padding. Used by native tribes in hopes to deflect bullets and to summon the courage of the great 'Shiled-Sheild Téh Gaurdian' A Godly protector of the tribes.</description><label>tribal shield</label><graphicData><texPath>Apparel/Display/MogoShield</texPath><graphicClass>Graphic_Single</graphicClass></graphicData><tradeability>Sellable</tradeability><costStuffCount>15</costStuffCount><stuffCategories><li>Leathery</li><li>Fabric</li></stuffCategories><recipeMaker><workSpeedStat>TailoringSpeed</workSpeedStat><workSkill>Crafting</workSkill><effectWorking>Tailor</effectWorking><soundWorking>Recipe_Tailor</soundWorking><researchPrerequisite>ApparelloTribalwearDesign</researchPrerequisite><recipeUsers><li>ElectricTailoringBench</li><li>HandTailoringBench</li><li>CraftingSpot</li></recipeUsers></recipeMaker><thingCategories><li>Apparel</li></thingCategories><statBases><Mass>0.40</Mass><ArmorRating_Blunt>0.25</ArmorRating_Blunt><ArmorRating_Sharp>0.1</ArmorRating_Sharp><Bulk>8</Bulk><WornBulk>5</WornBulk></statBases><apparel><tags><li>TribalShield</li></tags></apparel><colorGenerator Class="ColorGenerator_StandardApparel" /><equippedStatOffsets><ReloadSpeed>-0.05</ReloadSpeed><MeleeHitChance>-0.05</MeleeHitChance><ShootingAccuracy>-0.05</ShootingAccuracy><AimingAccuracy>-0.05</AimingAccuracy><Suppressability>-0.25</Suppressability><MeleeCritChance>-0.05</MeleeCritChance><MeleeParryChance>1.0</MeleeParryChance></equippedStatOffsets><modExtensions><li Class="CombatExtended.ShieldDefExtension"><shieldCoverage><li>Hands</li><li>Arms</li><li>Shoulders</li><li>Torso</li><li>Neck</li></shieldCoverage></li></modExtensions></ThingDef>
Verse.Log:Error(String)
Verse.XmlInheritance:GetBestParentFor(XmlInheritanceNode, String)
Verse.XmlInheritance:ResolveParentsAndChildNodesLinks()
Verse.XmlInheritance:Resolve()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()


Try loading Apparello lower in your load order.
#187
UPDATE: v1.2 released

Version 1.2 was released on GitHub with tons of balance changes, bug fixes and QoL improvements. See the full changelog on GitHub.

Note that CE Guns has moved to its own repo, with the 1.2 version available here.

So far only the GitHub download has been updated, Steam release will follow soon.
#188
Quote from: IHateRegistering on June 21, 2017, 03:42:57 PM
I don't think critical hits with slashing weapons are meant to cut through armor, rather that you manage to hit a weakspot, i.e. where there is no armor, hence bypassing all of it.

Pretty much this. For example historical longswords had their tips designed specifically to fit through the rings of a chainmail shirt, at least to some extend. When used against people in plate armor fighters would aim for the gaps at the joints where there was no plate coverage, they didn't just bash the plate the way you'd do it with a mace. So a critical hit is supposed to represent hitting such a gap.
#189
Quote from: Evelyn on June 19, 2017, 09:37:10 PM
Quote from: XeoNovaDan on June 19, 2017, 05:44:26 PM
The bionic arm problem is a vanilla issue and therefore has nothing to do with Combat Extended. Unless NIA makes significant changes to the bionic system or Tynan himself makes some form of changes to bionics, it's going to stay that way.

Would it be possible to just make it so that the shields are worn on the arms instead of the hands, then?

Yes and in fact that's the solution I implemented.
#190
Quote from: TA1980 on June 18, 2017, 04:03:34 AM
Dear NoImageAvailable,

could you please reintroduce the different kind of painkillers that were featured in the development branch?

Regards

Those were split off into the Panacea mod here

Quote from: Pickle on June 18, 2017, 04:30:49 AM
An other case is after a battle, everybody rush to the stockpile for ammunition, the last time it happens I insisted to have one guy rescuing a wounded pawn, and a other to haul his weapon. After a few attempts they did it, but dropped the wounded and the weapon in front of the door to go and take ammunition, I have to order them again to do what I wanted.

Two questions: 1) do you have the automatic ammo pickup enabled in the mod settings? 2) Do your pawns have loadouts assigned to them?

Pawns with loadouts will prioritize picking up equipment in the order it is defined in the loadout, i.e. if you want your medics to pick up medicine before ammo it has to be higher in the list.
#191
Quote from: Evelyn on June 17, 2017, 01:44:43 PM
Any word on why hunters will remove every single arm, leg, or appendage from things the size of deer and smaller before killing them?

More of a vanilla feature tbh. Good news is 1.2 is just about finished and has a fix for hunting (hunters will now slaughter downed animals instead of wasting time and ammo).
#192
Quote from: Fregrant on June 17, 2017, 08:48:03 AM
Quote from: NoImageAvailable on June 17, 2017, 05:02:43 AM
CE removes multibarrel weapons research from the game. Since you can't craft miniguns anymore it was a trap research that didn't do anything
Yeah, but it broke turrets\weapons mods which use it. Though not much point to use these with a combat overhaul, maybe leave it for sake of compatibility.

Those mods were broken to begin with (as any mods adding new weapons are). Just because it doesn't throw an error doesn't mean its compatible.
#193
Quote from: pardeike on June 17, 2017, 06:15:35 AM

CE returning BodyType Undefined for pawn Gizler
Verse.Log:Error(String)
Verse.Log:ErrorOnce(String, Int32)
CombatExtended.CE_Utility:GetCollisionBodyFactors(Pawn)
CombatExtended.CollisionVertical:CalculateHeightRange(Thing, FloatRange&, Single&)

I am just testing my mods with CE and fixed a bug in Achtung regarding projectiles. But I noticed that with Zombieland, I get the above error for every zombie which strangly happens for every new zombie even while my colonists are busy building stuff. You may want to null check if you want to be compatible with zombies.

That error message is actually there by design, since CE needs some extra hitbox data defined for races. They still work but they'll be easier to hit than they should be, the error just warns you about improperly configured pawns. See here.
#194
CE removes multibarrel weapons research from the game. Since you can't craft miniguns anymore it was a trap research that didn't do anything
#195
Quote from: Vaulter69 on June 15, 2017, 11:01:22 PM
i'm kinda confused why my pawn is always 6-10 blocks away from the animal it's hunting despite his weapon having 100+ range.

Because you're not going to hit a squirrel from 100+ range, only whatever hauler happened to pass through the same area while you're wasting ammo.

Quote from: IHateRegistering on June 16, 2017, 12:37:46 AM
Normally the left and right clavicle are part of the torso, CE makes them a part of the shoulders.

Vanilla does that, not CE. The mods you're using haven't been updated to A17 properly.