Menu

Show posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Show posts Menu

Messages - Fregrant

#16
Releases / Re: [A16] More Monstergirls
June 19, 2017, 12:24:35 PM
Yes. Maybe use also Jecstools or something. But I have no idea how to, so just grinding files yet.
#17
Outdated / Re: [A17] Miniaturisation Overloaded
June 19, 2017, 11:43:54 AM
First, the version of your MT? Im pretty sure it was not updated to A17.

PS: maybe because A16 version has no mass?
you could try this, made few changes

PPS: does patching determine mod by folder name? Because it needs mod named "Medical Training", not "Medical Training - A16" or whatever.

[attachment deleted by admin due to age]
#18
Yes. So either assign one stuff to each container, either use a bit overpowered stack XXL
https://ludeon.com/forums/index.php?topic=28653.0
#19
Releases / Re: [A16] More Monstergirls
June 19, 2017, 11:34:22 AM
The more I digging into the bodies code, the more I wonder if these species should be treated as humans or animals in medical operations. Very humanlike. Limbs. Organs. Head.
#20
Mods / Re: [mod suggestion] Boats
June 19, 2017, 11:26:59 AM
Oh yeah. Missed it since never used SWars)
Probably we will see more vehicle moods soon
https://ludeon.com/forums/index.php?topic=32868.0
#21
For "tattered apparel/weapons" there is plenty of options. Recycle mods, electric smelter, traders. Stockpiles has option to store items with 0-100% integrity.

For single shell... Why not create building "bomb", edited IED. Like, an old-school shootable explosive barrel   ::)
#22
I guess it falls to dll modding, and CrashLanding has such code for the initiap crashing.
#23
Mods / Re: [mod suggestion] Boats
June 19, 2017, 07:30:13 AM
The problem is, we have no Core vehicles or any framework mod for this. I dont remember real vehicles mods, just some workarounds (pawn looks like a tank, truck to armor slot).
#24
Outdated / Re: [A17] A Dog Said Easy Patcher
June 18, 2017, 01:55:37 PM
Looks great. Maybe someday we will see more options (earless limbless creature).
#25
Wait... Are you using A17 mods in A15 game? As I know, Apini was made since A16. Probably it requires newer Alien Framework etc etc.
#26
Mods / Re: [helpmeplz] A17.1557 conflict mod
June 18, 2017, 09:39:31 AM
Place framework mods on top, would help to evade errors sometimes. Like
Core
HugsLibs
JecsTools
...
#27
Why not use png? Easy to edit, works fine. Look at any mod which has a textures.
Anyway, Im too lazy to search the tutorial, but pretty sure you can find the bed textures there, in the big shiny theme right above all others
https://ludeon.com/forums/index.php?topic=2325.msg328827#msg328827
#28
Help / Re: [Help] .dll recompile error
June 18, 2017, 03:22:10 AM
int count = (enumerable == null) ? -1 : enumerable.Count
not works, maybe I need some extra reference dlls or initializations?

[attachment deleted by admin due to age]
#29
Releases / Re: [A16] More Monstergirls
June 18, 2017, 03:04:13 AM
Mod adds new creatures, no core animals changed.
I suspect switching the monster races to animals\playable pawns through mod options is hard or impossible, easier to do two separate mod versions.
Cross-species breeding is possible I think, but even children mod still WIP (https://ludeon.com/forums/index.php?topic=28747.0). Anyway, Im not a coder so no way I could do that any soon ::)
#30
Quote from: NoImageAvailable on June 17, 2017, 11:55:28 AM
Just because it doesn't throw an error doesn't mean its compatible.
touche.
Quote from: Evelyn on June 17, 2017, 11:11:28 PM
Will it be save-game compatible?
Not recommended. But you could try if fear not. Though I heard switching the ammo system would be fatal for the save)