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Messages - Chicken Plucker

#166


Can't make the updates live, ran into an issue with the radio. Nevertheless here's the progress on clothing.

New Field Parka, Trench Coat and the Level 1 backpack from PUBG.





Some other new things like USMC chest rig being redone by Fiendakko (Le Faux) and etc. too tired to get into detail now guys.



Radio is returning. Will feature only two tunes in this mod.

Cannot release update as initially expected today because the radio code is broken when I try to play something in the menu. Asked Taranchuk to fix it, among the huge list of things he's gotta look into.

See you guys, got a busy day tommorrow

Quote from: n3xuiz on May 09, 2022, 02:43:15 AM
the man the myth the legend!

i just wanted to stop by and say that your mods are some of my all time favorites. i'm especially looking forward to void though doom sounds awesome too..


wishing you and Taranchuk all the best!

Hey thanks my friend, looking forward myself. The mods have made a huge difference for me in my life in finding a positive hobby and all, and those two have a special place in my heart so I hope I get them done again soon with thanks to the hard work of the rest of the team helping me like Taran and players like yourself who give me lots of encouragement and motivation to keep making the stuff  8)

Take care my friend
#167
Honey, I'm home.  8)



Updates coming:

Uncle Boris
- Size fixes for furniture
- Radio add-on


Rimmu-Nation Clothing 2
- 2 new shell clothing
- 1 new webbing
- USMC webbing retextured
- 1 new backpack

Rimmu-Nation Weapons 2
- New weapons (tbd)



Uncle Boris:
Details on upcoming radio update:
The only song in the mod will potentially be the STALKER music and the Portal music. Any more soundtrack added like before may be done in separate add-ons to prevent mod disk space bloat to those who don't want it.

Details on planned Vending Machine update:
There will now be only one vending machine. No planned returns of food items in this mod, they may be separate mods in their own right. The Vending Machine will function like a comms console where you can access a perpetually online trading service that accepts silver from orbital beacons for food. Makes more sense that way not pulling items directly out of the VM like before due to limited coding, its now an online service.

Detailes on planned brainwashing chair:
It's a chair. You strap a prisoner in and they get brainwashed to significantly lower resistance. Thoughts on such a powerful feature being included in this mod?






Hey all been busy, I'll share the current order for Taranchuk.




VOID 1.3
- VOID is a permanent enemy
- Enlistment requirements is entering a passcode
- Enlist button opens a window that has a passcode with the word "please enter bunker passcode" and a text box underneath
- Entering the wrong code will trigger a red "ACCESS DENIED" text above the text box
- Passcode has to be encrypted so players or coders cannot find it by viewing code in xml or C#
- VOID will no longer be a permanent enemy to the player once enlisted. They will be neutral.

- New VOID bases will spawn around the map, randomly near the player. (Stops if player has destroyed all their faction bases, starts again if they have at least one.)

+ 5 tiles minimum apart
+ 4 new bases maximum

- Please allow me to have a custom VOID Ideology where I can choose each precept in .xml easily and write custom ideology backstory myself

- When rimatomics is enabled, whenever a player nukes a VOID base or the planetary killer map, their nuke fails to destroy the tile and the player receives the letter "Nuke intercepted in orbit"
Vending machine
- Building that when you right click, lets you choose a perpetually online trader
- Trader can be customized by me in .xml
- Trader is like an orbital trader but never leaves, also not classified as orbital trader in order not to be shot down by mod

Custom raid .dll
- Planned to be usable across several mods
- Allows me to create custom .xml for different raids with customizable sounds, letters, pawntypes and however many pawntypes
- Normal raid type
- "Bug Hive" raid type where I can customize the hive with a different texture and sound effects

First Aid Mod:
- Allow use of first aid in bed

CASEVAC Mod:
- CASEVAC'd prisoners are sent to unreserved bed for colonists, not prisoner beds. Fix please

"Brainwash" Mod
+ New prisoner option to "Brainwash recruit"
+ Prisoner is placed into a chair (building placeholder here please)
+ Must be in a room, not outdoors
+ Must have a chair with television facing towards it
+ Must have power
+ Prisoner is left to chair for 4 in-game hours, sounddef of my choice plays around prisoner on loop
+ Prisoner will is reduced by 50 each time
+ Prisoner resistance is reduced by 50 after will is broken each time
+ Prisoner becomes catatonic after each use
+ Only reduces half for Iron-willed prisoners



Gotta go. Am on course and busy, but I've been missing modding and all of you so I've decided to come back and seriously get some stuff done. DOOM is planned to get started soon as VOID is done.

Umbra Company textures for armours and stuff are done, however no plans on weapons and other soft apparel yet.

MSF has been commissioned by someone else, along with my entire MGS mod list to be re-textured by fiendakko. Lots of stuff in the works needing time. See you soon folks.
#168
Hello all. Just an update on things.

Due to current affairs with the situation in Ukraine, Taranchuk who codes for the mod series is highly affected by what's going on since Ukraine is his home along with the rest of his family. Thankfully not in the current named places that is under attack as of this post.

I personally believe it is not the appropriate time to give him commission work, I don't know what his status is if he's even still doing commission work, but from what he's told me is that markets are still open over there but jobs have ceased for most people similar to the beginning of lockdown when it was hard to come by food. The difference is things are scarier for them seeing as bombs are going off, killing innocent people and it is unknown if and when things will go back to normal.

For now we can only hope for the best and pray. If any of you wish to donate to Taranchuk, please PM me and I'll give you his Wise details so you can directly help him if you so wish. I don't expect anyone here to, it's just an option if anyone will consider it reading this post since at the moment he seems to have no real source of income.

I'll do my best to continue with VOID faction. Due to the current situation affecting our very way of life, I will cut down on commissioning other artists' help and I will end up slowing down even further on modding because of what's going on. Unfortunately I have to redirect my funds to other things in the meantime that need urgent attention. My job is highly affected by what's going on and I don't know what may happen if things get worse.

Worse case scenario, I may just update all of the Red Horse 1.2 mods to 1.3 if I ever feel that I cannot continue with RH2.




Quote from: Skynert on February 20, 2022, 02:55:51 AM
What the hell is that things? :O <calling TF 141>

ps. nice work

Thank you my friend, good to see you well
#169

VOID
We are in control.


"Undying"

Colony "A", known to have survived encounters with the entity "VOID" has recently come under attack and suffered heavy losses to odd figures in unique attire from their typical pawns who sported purple reactive armour.

These individuals were described by survivors to be highly aggressive and more confrontational in nature. One was seen tearing the limbs of a fully armoured marine until the said marine perished to blood loss as heavy machine gun fire and charge rounds were exchanged.

Colony A managed to neutralise one of these individuals (the subject will be referred to as "X") after the battle was over. Colony A had some personnel kidnapped and most were KIA. Survivors explained that VOID left, satisfied with the damage.

X is recorded in the autopsy to be that of female human of an athletic build underneath the armour and the mask, found with multiple body modifications that are difficult to observe apart from using specialist machines, due to the nature of "Voidtech" being seamless to human body parts.

4 surviving marines from Colony A began digging mass graves for the fallen. Witnesses the following day discovered the scene of 3 of those marines torn apart, and X's grave empty. Her body was not found among the other corpses.

Colony A later abandoned their faction base and disbanded.





"Volatile Leaper"
Description:
A subject infected with the Nerotonin Type 4 (N4) virus. The Volatile Leaper is a creature that is encountered in rare occasions within the Wastelands of the inner city. Very few alive can tell the tale of even seeing one.

It is an evolution of the Leaper variant, where the subject's skin thickens to a leathery type of material similar to kevlar and the subject's tongue is freakishly elongated into a hardened weapon that is comparable to titanium. The Volatile Leaper is a charred skin, gigantic version of it's predecessor with its features multiplied in strength. It is also one of the fastest known creatures to lurk within Fairview.

Attacking one in melee range is widely considered to be suicide due to the nature of a Leaper's tongue.



"Volatile Leaper"




"Wraith" (Retextured)






WIP weapon retextures:
Art by: Fiendakko


"Dusk Enforcer"
Description: Part of the Dusk Set. The Dusk Enforcer is an otherworldy weapon forged by The Administrator in his later years of being Fairview's greatest artificer. This level of engineering suggested that the Administrator was some kind of world hopper, due to its design defying the laws of physics in the dying planet they currently inhabited.

The Dusk Enforcer has unlimited ammunition.


"Dusk Striker"
Description:
The Dusk Striker is chambered in 12 Gauge, part of the Dusk Set. The Dusk Striker is among the many weapons that can be won through the blood sport games ran every week in Fairview. Elite Survivors were willing to lose their lives over these series of equipment and disputes between clans that couldn't be resolved otherwise were settled in the arena.


"Dusk Carbine"
Description: Part of the Dusk Set forged by The Administrator, the Dusk Carbine has been used by Elite Survivors commonly for hunting the extreme mutated variants from safer distances. It is an anti-materiel rifle that provides almost zero recoil to the user.


"Dusk MAG"
Description: The Dusk MAG is derived from the FN MAG. It is a heavy machine gun chambered in .50 BMG forged by the Administrator. It is typically one of the many heavy machine guns chosen by the elite survivors with body modifications up to their toes. Normal survivors couldn't dream of using one if they had access to it apart from participating in blood sport, due to the impractical nature of this heavy weapon and the amount of resources wasted on its ammunition.

To Elite Survivors with access to large sums of money and ammunition however, this weapon is the bane of many dangerous creatures that roamed the inner city.




"Vengeance Guard"
The Vengeance Guard, designed by the Administrator.

After a cataclysm between several powerful factions in Fairview, many elite survivors agreed with the Administrator that it was time to move forward. His promise to VOID that their Reactive armour will be the only one of its kind was shattered in favour of equipping the best warriors of whatever remained in their world to survive the ever growing list of dangers in the Inner City. Protests by some of the most important names in VOID were made, only to fall to public ridicule and mockery from the rest of the community who cared very little for the secretive organizations' personal plans.

VOID Reactive was never reproduced for anyone else, however, the Vengeance Guard for the shortest time became its equal, if not greater with the only difference being their appearance. The Vengeance Guard allowed for more personal customization.

Art by: TittyMcswaggy (WIP apparel)




Credits to:
Fiendakko
JangoD'Soul
TMC
Neil Yates, the creator of Dead Frontier
VOID, the original creator of their faction lore
#170
VOID
Violence. Omnipotence. Impromptu. Destruction.


"? ? ?"

A high ranking member of VOID. The individual has been known to represent the faction through hijacking television broadcasts in the outer rim. Their control of channels are typically used in an attempt to intimidate, cause distress and to torment those who view them. The shows typically display live executions of captured persons through blood sport.

They consider all who dwell within the outer rimworld an "enemy", kidnapping or killing any individual on sight be it man, woman or child for reasons and motives known only to them.

They are known to use the Nerotonin Type 4 infection as a biological weapon, finding the means to control the most extreme variants. They also have the means of producing the lost Neorotonin-8B "miracle pill" originally created by the Secronom corporation that is capable of curing most known diseases to man, and capable of restoring and regrowing lost limbs.





"Titan"
Description:
A subject infected with the Nerotonin Type 4 (N4) virus. Athletic build and a bad temper, common traits among the subjects known to be more susceptible to the "Titan" mutation.

The Titan mutation causes the subjects' muscle and bone density to significantly increase beyond recorded peaks of physical fitness, it also leads to the subject growing into a gigantic size, towering over even above average human heights.

Due to the N4 infection, their behaviour is typically highly aggressive and animalistic in manner.




"Mother"
Description:
A pregnant woman infected with the Nerotonin Type 4 virus, causing the unborn child to merge with its mother's body. Like many of the extreme mutations, the Mother abnormally grows to a gigantic size.

Survivors describe the mother to have highly corrosive projectile it vomits out from the baby's mouth. Upon death, some say the gasses inside its body causes it to explode, potentially killing those unfortunate enough to be nearby.


"Black Titan"
Description:
A highly dangerous evolution of the Titan variant. The creature has multiplied strength, speed and resistance to damage, its skin described by survivors as "like titanium". Very few survive encounters with the Black Titan, even fewer claim to have killed one.




"Wraith (WIP retexture)"
Description:
A highly intelligent, extreme mutation variant from the Nerotonin Type 4 virus. Unlike most of the infected, the Wraith seems to have more capacity of awareness. It has been known by survivors to outsmart its prey by being one of the few variants capable of setting up traps in highly popular looting areas. Wraiths are highly agile, its long reaching tentacles has seen to the deaths of countless scavengers searching the inner city for food and medicine.


Art by: JangoD'Soul


"Wraith Cannon"
Description:
A huge Gatling gun based on the original design, using "Junkyard" technology, designed by the famous artificers of Fairview. The only known weapon in their world to outshine a GAU-19, though handling the weapon would require superhuman strength that can be achieved through implants or other biological modifications.

It earned its nickname from its reputation of easily tearing Wraiths to shreds.




WIP weapon retextures:
Art by: Fiendakko


"GAU-19"
Description:
A weapon system originally intended to be used in helicopters. Fairview artificers, due to the desperate nature of their circumstances adapted the weapon somehow, someway to be wieldable by a human being. The strength required to carry one, let alone fire it without losing balance would require a person with a highly enhanced biology through body modifications.


"GAUSS rifle"
Description:
A unique weapon crafted by the greatest artificer in Fairview, The Administrator. He especially made it for a survivor, a member of a faction known as "VOID" who found minerals alien to the planet. The weapon was never again crafted or reproduced for anyone, no matter the price. VOID apparently found the means to reproduce it for their other members several years after.


Longshot PP-10
Description:
An upgraded version of the Ironsight 33-F, an anti-materiel weapon. A much needed invention by Fairview's best artificers to allow the most elite of survivors to venture into the dreaded wasteland in the outskirts of the inner city. Much like the Wraith Cannon, they used what is known to them as "Junkyard" technology, utilizing the best available resources in their world.



Art by: JangoD'Soul


"Red Wine"
Description:
A commonly looted alcoholic beverage in the inner city. Thanks to its ability to not spoil after years of preservation, elite survivors have been known to hoard these drinks, buying them in bulk to save them for special occasions, or traditionally, missions they may never return from.


"Caviar"
Description:
A commonly looted, highly preserved food resource in the inner city. Due to it's prominence during the early years of the Nerotonin Type 4 virus outbreak, it has become a popularly created dish by surviving chefs in Fairview.




"VOID Helmet"
A helmet created by the greatest artificer in Fairview, the Administrator, especially for the VOID faction. Much like his other invention, the Dusk set, it is capable of surviving a punch from a Titan. The same cannot be said for the wearer's face.


"VOID Reactive"
The VOID Reactive, designed by the Administrator alongside the VOID helmet, at the time, it was promised to be his greatest invention. He created it for the organization, owing them a debt of gratitude for saving his family from starvation and otherwise the dangerous elements during the early years of the N4 virus outbreak back when VOID were nothing more but a group of non-modified humans, scientists, soldiers and doctors.

This armor would later be known as a symbol to be feared if spotted in the inner city, as VOID members were rarely seen and were known to attack other survivors regardless of whether or not they have any valuable possessions with them. After some time, the people who wore this equipment changed, arguably into something more sinister than the monsters they fought.

Art by: TittyMcswaggy (WIP apparel)




Credits to:
Fiendakko
JangoD'Soul
TMC
Neil Yates, the creator of Dead Frontier
VOID, the original creator of their faction lore
#171
[RH2] Task Force 141 and Rangers update

GOOGLE DRIVE RH2 Factions Download

Details:
- Caravans losing items when prisoners are turned in fix
- Enlist performance spike fixed

Special thanks to Taranchuk for the fixes and Madman for reporting the performance issue. Gotta go guys, almost forgot to post the update.

Seeing as the majority voted.. it's VOID you're gonna get.
#172
[RH2] Task Force 141, Rangers and Rimdeed update


GOOGLE DRIVE RH2 Factions Download

Details:
- Jetpack.dll fix, seems people still ran into disappearing caravans during raids when used.


As always, special thanks to Taranchuk for fixing the issues.

NOTE: New poll posted
#173
[RH2] Task Force 141, Rangers and Rimdeed update


GOOGLE DRIVE RH2 Factions Download

Details:
- Game breaking bug when your pawn uses jetpack during a raid or caravan ambush, caravan gets lost or dies fixed
- Fixed ideology DLC giving slavery debuff to religions such as Christian for all three mods
- Rimdeed about.xml description update
- MRE recipe fix for 141


Edit: special thanks to Taranchuk for the hard work fixing the issues!
#174
[RH2] Task Force 141 & Rangers update


GOOGLE DRIVE RH2 Factions Download

Details:
- Fixed incorrect display of 141 reinforcements UI (safe to ignore errors caused by this deletion)
- removed .git folder for players to reduce memory




Quote from: Crosspass on December 29, 2021, 04:23:25 AM
i was wondering why the ranger faction file size is so big and then i found a folder called ".git". turn out i could delete it without causing error and shave 60mb.

Hey thanks for bringing it up. I was wondering how in the heck happened too, shaving it off to the files using 512x512 pixels being large. The truth is that folder has to be there to make github updates smooth, it's broken down tons of times for Taranchuk, my coder for VOID and other old mods cause I kept deleting them. If they were deleted, he'd update an outdated version of the mod while I'll be unable to push the latest in github due to an error caused by removing the folder, which means delays and the mod ending up getting rolled back rather than progressing.

What I've decided to do is remove it for players and keep it for a copy of the github version. Cheers
#175
[RH2] Task Force 141 & Rangers update


GOOGLE DRIVE RH2 Factions Download

Details:
Various bug fixes, Taranchuk has fixed the infinite shield bug. Descriptions and Display edited.




Quote from: Skynert on December 27, 2021, 04:49:40 AM
Yaay! And Merry Rimmass :)

You too my friend, thank you!
#176
[RH2] Task Force 141 & Rangers full release



Decided to give the mods a new preview, been trying out a new art style I am trying to learn from D&D/Magic the Gathering style artwork



141 has been polished to the deet. No errors anymore (That I know of).

Special thanks to Morphium for help with MRE recipes, may have to look into it cause it's displaying survival packaged meals instead of MRE for the cooking station.



- Ranger rations still need to be made cookable. Maybe when I have had at least 8 hours of sleep. Also the dog isn't added into this mod, DanDMan made this for me for the Ghosts faction, I don't wanna add it to Rangers cause I know animals spawning in raids give massive dramas and errors.

GOOGLE DRIVE RH2 Factions Download

Details:
All the updated previews are on steam, here are the link for the playlist including the lore I've decided to write behind Red Horse.

https://steamcommunity.com/workshop/filedetails/?id=2694644358

Example of previews:





Almost all of the known issues I've listed with 141 has been fixed. Display icons are fixed for certain items, new backpacks and rifle have been added, pawntypes polished to spawn with higher end stuffables depending on their rank.

Both factions have been thoroughly checked for errors in regards to the enlistment feature, sometimes descriptions missing.


Descriptions have been improved to explain what the player is getting for each enlistment service. Task Force 141 reinforcements have been nerfed, and so have rangers by a couple of hundred points.

Haven't slept since yesterday, if you guys didn't know Rimdeed was reinstated! Been so preoccupied so I'm sorry the news is late. Mario in black saved the day, may see what new update I had in store for Rimdeed before Steam knocked it down, I believe it was something minor. I have been thinking about giving the mod this new preview:



Here's the details: https://steamcommunity.com/workshop/filedetails/discussion/2411722784/3199242577631124293/

Won't badmouth Indeed.inc anymore, their lawyer made the process fast and easy, he understood our situation and gave no dramas about bringing it back to workshop. We had a harder time convincing Steam in email that the lawyers already settled it in fact, bloody lot thought we were lying or something. Very grateful to God, to Mario, to Indeed, to you guys and to Steam that it's at least all behind us.

See you guys soon, still gotta finish 141 and Ranger previews. Merry Christmas guys!
#177


Hey all, just stuck waiting for things. 141 is missing some fixes and features. Here's what they are:

- Display icons for apparel so they don't look tiny and improper
- Faction leader name (same goes for rangers)
- Possibly other description polishes
- Fix ration recipes


- HK 433 rifle
Art by: Fiendakko

- Balance reinforcements to send less units
- Error fixes for no madefromstuff on apparel in provisions



- New provisions option on enlistment screen, it will be called "military issue" which has rifles and the gear given to you, rather than the care package which I want to have food and medicine only

Waiting on Taranchuk for the C# side of things.

I've been sitting on a Rimmu-Nation 2 weapons and apparel update since around July.

For apparel, just the police uniform and potentially some new extras like a backpack or etc.

For weapons, here they are:


TAR-21


M4A1
Art by: Erok031


SVU
Art by: Erok031


M2000 Invervention
Art by: Erok031


Mk14 EBR
Art by: Dandman68


Kriss Vector


HK69

Forgotten that these have been sitting in the folders of Rimmu-Nation 2 weapons, have been bogged down in this military engineering trade course. I'm finishing it by Feb but that doesn't mean I stop being busy. I have been behind on my trade course so this meant I had to stay behind early finish days to do more work. Besides that I've been trying to catch up and improve fitness since I have been in the rear a lot, so apologies that these mods have been delayed to high heck but it's just that the problems on the other side of the dam have been piling up guys. What little time I've had has been spent on weekends with family, have never appreciated their company as much as I have now due to all the time I spend just having to be on the ball.




Progress on Rimdeed:


To summarise here's what happened in bullet points for the crayon munchers such as myself who get brainwave overload when they see paragraphs
- Indeed.inc took down my mod Rimdeed in Steam Workshop and claimed Trademark infringement
- They used DMCA takedown and Steam had to back off
- Steam basically tells me "it's your problem, deal with it."
- Had no help for about 2-3 weeks and it felt like a lost cause until Mario messaged me here
- Mario is a pro lawyer and offered to help me with this case pro bono (that means for free)
- Mario had negotiated with Indeed.inc lawyers and Steam during the past several weeks along with doing his main work
- He's gonna write a counter notice soon and I will be able to re-instate the mod so long as I agree to add that parody warning in the future
- Still waiting for the counter notice and results, but it's a sure win since Indeed was in the wrong. DMCA takedown was the wrong tool to use against my mod in the first place, but they did what they did so they could prove that they fight for their trademark and they don't lose rights to it.
- Nobody wants litigation but Mario was willing to go there if they wanted to be silly, they'd have had to go to Washington where Steam is based and he'd represent me, meaning I wouldn't have had to go to the US for this BS and they (Indeed) would've likely lost the case and would have had to pay the court and Mario for the legal fees. That's if they lost. In the off chance they won, I'd be mucho broke.



happy ending coming for that hopefully soon, I thank God for answering the prayers I've made over the situation.




Umbra Company faction mod progress:

Fiendakko has been hard at work being my armour maker lately. I'm thinking about calling "Umbra Company" as they are supposed to be now, which is "Shadow Company" from call of duty. The downside is the originality is out the window, despite the fact that that's who they were supposed to be in the first place. Had to make changes at the time, since I actually cared about copyright and originality then.

Upside? Cooler name and lore? Downside is Umbra Company is just blotted out of existence and it's no longer original or as imaginative, having a lore that was based in outer rimworld, not from whatever I cooked up involving some other universe.

Anyway let's talk about the gear.

The standard body armour for the pawns, it's gonna come with a backpack. Likely a hydration pack. Fiendakko has done it based on MW2 models of Shadow Company dudes.


Heavy version of the armour, did not ask for it. Fiendakko thought I did, but I'm glad he made it anyway cause it looks good for the gunners.


I want their special units re-designed. There's gonna be a unit dressed exactly like "Velikan" from MW 2019, guy with the helmet and shark teeth or oni looking face paint on this ballistic mask. Thought it'd look cool. Final version will have pouches and groin guard with Velikan units being all dressed in black with ally NVGs and jet black ballistic goggles. He's basically the edgy kid in the class that people avoid.

I've asked Taranchuk for a feature to stop players from enlisting to a faction if you're already enlisted to one they're hostile to. Umbra Company's return will be the first hostile faction from RH2 assuming others don't make it first. (The purple bois)



Quote from: LazyLazuli on December 01, 2021, 12:51:06 AM
Thank you so much for releasing the 141 faction mod! It seems to me that it's in a good state. The only bug I found was a visual glitch where 141 clothes like helmets, balaclavas, and the crye armor vest of the faction would appear tiny in the gear tab of pawns and when placed on the ground/storage racks. I also found the reinforcement call to be a bit overpowered as a unit of like 50 pawns come into drop pods to wherever you choose. I'm at endgame with over 1 million colony wealth so I'm not sure if it's based on that but it's crazy overpowered and abusable.

One QOL request I would like to make is to make the items of red horse into it's own category. Right now almost all clothes and weapons are mixed in with the other items and it's a pain to assign the outfits unless you use the search bar and know the specific clothes you want to use (and there me who accidentally misclicked on accept all instead of the red X and has to start all over :\). There is a start to this but it's only accessories and body armor at the moment. It would also be nice to have another category for faction related clothing so if a user wanted to roleplay being part of a faction, they can just toggle it in the setting.

Anyways, I really enjoyed getting to test these two factions out and the fact that they carry a large amount of silver finally solves my problem of having too many items clog my storages and towns not being able to buy them. I also like the reasoning for the plain looking body armor and the use of webbing that made me rethink how I could barbie up my pawns. I can't wait for future updates!

Thanks my friend, been aware of some of the issues. Sadly still got a ton on my plate. Categories have been removed for now, will worry about it later though I could've sworn I've already done Rimmu-Nation categories. See you all with an improved version hopefully before next year.

Highly appreciate the feedback and kind words from everyone, will get these out to Steam soon as they are polished and good to go
#178
[RH2] Task Force 141 Faction - Beta release, Rangers updated



GOOGLE DRIVE RH2 Factions Download

NOTE: 141 is untested for gameplay (Besides showing no errors, not playtested), I've only rushed to take away all errors despite having to wake up in 4 hours. Let me know what's wrong. Both mods are fixed to have music playing with the mission board open.

Also "short hash" errors appear when rangers and 141 are both enabled, will worry about it later. Does not affect your game. Major issue is the leader title name errors caused by ideology, leaving it for now cause I got to go.

As always guys, am in a rush. It's 1 AM. Here's an unfinished post of Task Force 141 with Rangers updated. May still have errors on the leader names of both factions thanks to Ideology DLC. I know its annoying but I can't have leaders without stupid religious names that nobody gives a crap about or else it breaks like this. Thanks for that feature Tynan, freakin "Holy Commander" of a special forces faction, and the mod throws errors unless I'm using some Ideology DLC based name maker for leader names. Will sort out later among other things.

Goodnight.




Quote from: SteelTitan on November 15, 2021, 12:13:40 PM
Really excited to see the return of 141, downloading the Rangers right now
Two quick questions: Is the Coalition going to return, or are the Rangers their replacement, and are the Steam Workshop versions for the 1.3 mods being updated?

EDIT: Sorry, one other thing: Will you be doing any more British gear? Especially in DPM or MTP?

Coalition may not return. I don't see the point, personally. They're like Task Force 141 with more random clothing. Not into it. I don't know what you mean about 1.3 mods being updated, they are up to date. If you mean the outdated versions stuck outside of 1.3, they're being updated here for RH2, all done in a new style.

British gear, yes but as with the others, in new style and will take some time.
#179
Hey guys. At work in a few minutes, been meaning to reply to the last two posts since two days ago but Ludeon was down for two days.

Just leaving the pics I was gonna post during weekend, 141 is slowly but surely progressing.



MREs have been coded. Joke .png happened to be in the folder so a stack texture bug appeared, pretty funny stuff. They only do +2 now, may tweak balancing for this and Ranger rats cause one of them has to taste better (but really they're both pretty rats)


Redone both helmets, swapped colours but it took longer than I had hoped to do due to work getting in the way.



You can see, default helmet colour is now closer to OG.

A


B


TMC has finished boonie hats and comtacs



I did new eye pros for Ghost. I forgot the name boys, as said work is starting soon so im rushing to post this




Missions icon has a new one


Fiendakko finished a hydro pack




More later boys. Gotta go now, thanks for your kind words.

Edit: post bbcode bugged out on some images
#180
More progress on Task Force 141. Last UI that was planned on being redone is finished.

Enlistment
Rangers version:

141 version:


Mission board UI
Rangers version:

141 version:


In-game screenshots:






Needs more polish clearly. Other UI will be left alone. 141 will not have an option for part time jobs so the UI there is gone.

Headgear art by Tittymcswaggy:

Comtacs that go with the Ghost balaclava. May create a pawntype of just guys in Ghost's outfit


WIP boonie hat modelled after Modern Warfare 2019's Cpt Price

Again, these beautiful headgear artworks were done by Tittymcswaggy.




Rimdeed infringement drama update:
DMCA team from steam finally replied only to tell me to "read the email" and "speak directly to Indeed's lawyer with the contact details in the email below" pretty much sending me away after implying I can't read to go on a fool's errand to speak to a lawyer who's job is to enforce their company's IP while I'm some small hobbyist who can't afford a lawyer.

My response was calling this out and telling them that I went to them because I wanted an unbiased response "because Steam is your platform", how they know how the conversation will be one sided if I go to the lawyer. I asked if I can instead have the DMCA removed if I rename the mod, which will remove the reason for the ban in the first place. I doubt we'll get anywhere but there's no harm done trying. Everyone just wants me to F off and go away. What a surprise when the day comes when these people are turned away themselves if they ever need anything and there's nobody to listen, they'll know exactly how I feel.

That's the way the cookie crumbles boys.


Quote from: Skynert on October 27, 2021, 10:12:24 AM
Can you just rename mod and upload as new? Also I cant wait for Rangers and 141

Of course I can. I can also tell my mom and cry about it, but I'd rather try and point out what's wrong with the picture and try to speak up about it instead of immediately folding. Nobody has shown signs of caring, but I wanna sign off knowing I tried my best. It's not like I ordered fast food and someone forgot the regular fries (which happened to me recently) cause I can let that go. What I find hard to let go is getting bullied by some lawyer and some company and having what's supposed to be the adults/teachers monitoring us in school (Steam) turning a blind eye, they don't wanna get involved. I swear, whether I'm at work or at break from work it's like I've been sent back to high school.

/endofrant

Me too. I can't wait. Skynert six, going dahkkkkkkk