Yes. Maybe use also Jecstools or something. But I have no idea how to, so just grinding files yet.
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#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Outdated / Re: [A17] Miniaturisation Overloaded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]
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
Outdated / Re: [A16] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
June 19, 2017, 11:38:38 AM
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
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
Probably we will see more vehicle moods soon
https://ludeon.com/forums/index.php?topic=32868.0
#21
Mods / Re: Mod idea: Force moving items, moving individual items from a stack.
June 19, 2017, 09:29:41 AM
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
For single shell... Why not create building "bomb", edited IED. Like, an old-school shootable explosive barrel
#22
Mods / Re: Simple mod request a17 disable rain from fires
June 19, 2017, 09:20:19 AM
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
Help / Re: Spam of errors every tick - can't figure out the problem.
June 18, 2017, 12:26:54 PM
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
...
Core
HugsLibs
JecsTools
...
#27
Help / Re: [HELP] UnityAssetsExplorer doesn't convert .tex into .dds right
June 18, 2017, 06:14:25 AM
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
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 AMCode Select
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
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
Releases / Re: [A17] Combat Extended - update v0.17.1.1 (11.06.2017)
June 18, 2017, 02:41:02 AMQuote from: NoImageAvailable on June 17, 2017, 11:55:28 AMtouche.
Just because it doesn't throw an error doesn't mean its compatible.
Quote from: Evelyn on June 17, 2017, 11:11:28 PMNot recommended. But you could try if fear not. Though I heard switching the ammo system would be fatal for the save)
Will it be save-game compatible?