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Messages - Tormound

#1
Is it compatible to EPOE mod by Ykara?
#2
Outdated / Re: [A12] BackstoriesCore Update 10
January 20, 2016, 11:47:00 AM
Yeah I can't get the backstories to show up either in Prepare carefully.
#3
Quote from: Z0MBIE2 on January 16, 2016, 12:56:41 PM
For the "Guard Pawn" suggestion... That's basically what a turret is for though. You just have one or a few and it'll handle whatever attacks you. because 1 single pawn with a weapon wouldn't stop 3 raiding pawns really.
uhhhhh... Yeah, not so true for my modded to heck game. I also don't like turrets all that much, stationary and takes up so much power.
#4
If such mods do not exist.
Is it possible to create a mod where pawns could attack enemies on their own if they enter a certain radius? I'm talking if raiders or a mad animal enters the radius, the pawn will automatically try to attack them with whatever weapon they have. Would make things less annoying when dealing with mad animals or lone raiders that shows up early on.

As for the dual weapon carry, is it possible to create a mod that would allow pawns to carry both a ranged an melee weapon so depending on what attack order they're given(melee or shoot) they change weapons?
#5
Help / Re: Prosthetic parts question
September 12, 2015, 01:57:17 PM
Quote from: chaotix14 on September 12, 2015, 01:52:27 PM
Quote from: Tormound on September 12, 2015, 01:46:11 PM
I thought that was part efficiency?

I'm not sure what part efficiency is for. Maybe for parts like the peg leg that have a less than 100% efficiency. But I'm pretty sure the offset value is what changes the capacity. Maybe they have an influence on one another. Like say an offset of 0.2 and an efficiency of 1.2 coming out with a final value of 144%.
Alright, thanks for the help.
#6
Help / Re: Prosthetic parts question
September 12, 2015, 01:46:11 PM
Quote from: chaotix14 on September 12, 2015, 01:43:05 PM
The offset is the amount it changes the capacity value. Capacity mentions a specific body function like moving. So let's say there is an offset of 0.2 on the moving capacity, this means it'll give a +20% to moving. If it's a -0.2 it translates into -20%.
I thought that was part efficiency?
#7
Help / Prosthetic parts question
September 12, 2015, 01:36:20 PM
I was editing a prosthetics file for my own reasons when I came upon the offset setting, I have no clue what it is and what it does. Does anyone else know? It's under stages, li, capmods, and li again.
#8
Releases / Re: [A12] Glitter Tech v1.0
August 26, 2015, 06:52:08 PM
More metals sounds more like clutter than something to actually look forward too... Also are cybernetic parts buildable or are we supposed to buy them?
#9
Releases / Re: [A12] Glitter Tech v1.0
August 25, 2015, 08:53:08 PM
Is there a way to make cybernetic organs or do i have to buy them?
#10
Is this mod compatible glitter world tech? The mod author of that one apparently made it so it should be compatible with other surgery mods.
#11
Outdated / Re: [A12] Throwing Knives
August 23, 2015, 09:48:02 PM
Interesting idea, hope people make guns with bayonets and stuff to use this kind of mechanic.
#12
I'm having a hard time installing various bionic and beyond body parts. I have the parts but the option does not come up. Nor does it come up for synthetic organs. Is there something I'm missing? Positronic brain implants works fine though along with regular and advanced prosthetic parts.

EDIT: Alright I got it. Had to make it so the mod loaded later in the list.
#13
Outdated / Re: [MOD] (Alpha 9) FixBone v10b
February 28, 2015, 12:03:34 AM
Is it compatible with Cybernetic storm?
#14
Outdated / Re: [MOD] (Alpha 8) Automated healing
January 25, 2015, 09:45:21 PM
I fear Skully may have succumbed to the dangers of dabbling in black magic.
#15
Outdated / Re: [MOD] (Alpha 8) Automated healing
January 20, 2015, 03:15:38 PM
was he updated healing pod uploaded?