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Messages - crusader2010

#376
Outdated / Re: [A13] Mod MEGA PACK
May 19, 2016, 01:45:18 AM
Quote from: SupremeSoviet on May 19, 2016, 12:12:04 AM
I look forward to when prepare carefully is done and added, cause I simply can't play this without it.  I would also like to suggest you add Glitter Tech to this mod pack.

You are free to add yourself if you want. But from what I read there are incompatibilities with some mods (i think Hospitality).
#377
Outdated / Re: [A13] Mod MEGA PACK
May 17, 2016, 04:46:19 PM
Quote from: d3mons on May 17, 2016, 04:04:50 PM
im also having cooler problems with a clean download and modconfig from the file,

also why arent you using edb modloader and/or prepare carefully

If you mean EdB Mod Order - it is being used :) for "prepare carefully", it simplifies the start too much so i'm not going to add it.

EDIT: just did a fresh start with the pack and everything is working fine. Probably you did something wrong...
#378
Outdated / Re: [A13] Mod MEGA PACK
May 17, 2016, 01:14:07 AM
Yep, the armor penetration errors are known and being investigated. They should not interfere with game play too much. The same for the ones related to vein miner or the embrasure (shouldn't affect anything).

Are your coolers still not showing up properly? Also, did you copy the ModsConfig.xml from the pack archive to the needed folder (see installation instructions in the first post), or you arranged the mods "by hand"? (should be the same thing, but less prone to ordering errors).
#379
Outdated / Re: [A13] Mod MEGA PACK
May 16, 2016, 04:04:12 PM
Quote from: abica on May 16, 2016, 02:56:50 PM
Forgive me if this possible bug in the modpack has been noted, I scanned the thread and haven't seen it.

I'm having an issue where traders drop the items I sell them immediately upon exiting the trade window. I've mainly dealt with visiting tribes that trade, etc, because I haven't progressed to the point of caravans (just built a caravan manager and commo station) or space trading yet.

It might be possible that the tribal traders are actually carrying the goods themselves and don't have much capacity? I don't know how that works. They certainly don't bring tons of stuff.

Hopefully I'm just missing something obvious! Loving the modpack!

I think it's related to Combat Realism (and that they can't carry too much). I've read about it a bit on that mod's thread, but unfortunately cannot help you anymore. For me it never happened in several dozen games of testing. Only thing that came close to this was that some trader pawns dropped their hats/helmets out of the blue, but nothing else. And it happened only once. My only idea is that you might have changed some mod order OR the fact that you didn't exit the game after entering the Mods menu. Try force quitting the game and reloading the save, and see if the next trader does the same. Also test with a new colony. Probably a complete(fresh) reinstall of the game/mod pack will help too.

Quote from: RekxarThat would make sense, thanks for the reply. I guess I'll have to test with different guns on the same pawn and then the same guns on different pawns.

Also without having to go to the mods page in case you know the answer, are missiles from rocket launchers supposed to pass trough the SIF shields and then explode in an aoe inside them? Not sure if I remember this happening when using those mods without CR and the patches but it makes shields obsolete in a way.

And ye the issue with the visitor traders dropping their stuff is happening because they lack the inventory to actually carry it away, that's quite an issue since you can just pick it all up and resell it I believe. They also sometimes drop stuff when entering the map for the same reason.

Quote from: RekxarQuick test between 2 pawns, can confirm that only specific pawns can't shoot properly. Without checking them all the ones that have an issue are Teenagers at age 17. Would they be shorter then?

Unfortunately I don't know the answer regarding missiles (no idea if they are a special kind of projectile/bullet by means of CombatRealism). Probably the AOE explosion passes through shields. I remember reading that some "bullets" can pass through the shield, if they are fast enough (basically it's a bug, but it's also quite realistic  :o ). If you want you can test in god mode and see what happens :)

In addition, I'm not sure that age has any relation to the pawns' height (it probably should), or if some kind of disease/missing limb/etc is causing this. You'll have to read thoroughly through the CR mod pages. Really sorry I can't help more.

Quote from: OutrideGamingHey I've found a bug.

All my coolers are invisible when I try to place them. And after I place one, and have a colonist build it, it just disappears and so do my resources. Any idea what mod might be causing this?

Thanks! Great mod pack btw

It's probably related to the "Better Coolers" mod and/or "ED-ReverseCycleCooler patch for BetterCoolers" (see mod numbers: 37,38,40 in the list on the main thread).

I've just tested this now in god mode and it's working fine. You must've changed the load order somehow (I know this because it also happened to me, in a similar fashion, while testing; the patch is crucial as well as the ordering). Remember to exit the game after every opening of the Mods menu or strange things are very likely to happen.
#380
Outdated / Re: [A13] Mod MEGA PACK
May 16, 2016, 07:30:06 AM
The ammo issue happens because you need to craft ammo for your guns and assign loadouts. Check the Combat Realism mod's page for details, changelogs, guides etc. (or google). If you have ammo, make sure it's the right type. If the weapons you use are from the Westernization mod, please let the author know about this bug if you had everything properly setup (ammo,types,loadouts). Also, if you tampered with the mod order and did not exit the game after each time you went into the Mods menu, the saved game could've been corrupted. Try exiting the game by alt+f4 and loading your last saved game again.

The embrasures issue is strange and has to do with weapon stats and such. Look through the defs of ED-Embrasures-patch-for-CR and find the "fillPercent" tag for it. I know it has to be of 0.75 maximum(and it is). Probably some pawn stats are affecting the firing angle (i.e. the pawn is shorter than average thus it cannot fire over the embrasure). From my tests, if you move any pawn 3 tiles away from an embrasure it's going to fire anyway. So it's not really a bug but something related to pawn or weapon stats (check CR page and mod defs for details - there are very many and I really don't know them by heart). More info: basically the 0.75 fill percent means that the embrasure is like an impassable sandbag that covers 75% of a pawns body, from ground up.  If the pawn cannot fire and the embrasure mod was not changed, then something has reduced the height of the pawn(or maybe certain stats of the weapon), or increased the height of the embrasure in that spot. Try shooting with other pawns from the same position.
#381
Outdated / Re: [A13] Mod MEGA PACK
May 16, 2016, 03:45:37 AM
Most of these mods are providing a degree of imbalance(i.e. making the game too easy in some cases) that I'm not comfortable with. Also, some of them might not interact properly. That's why I won't be adding them to the pack. Be aware that some of the mods from the pack already do the same thing as some that you added (e.g. compare MadSkills and ModRequestedTraits, Clock - there is already an option in the menu)

That said, I am exploring some more mods (darkness revamp, nano storage, etc); hopefully it'll turn out ok.

But if you like them and they are working for you, do enjoy playing the game! :)
#382
Outdated / Re: [A13] Mod MEGA PACK
May 15, 2016, 12:46:34 PM
For anyone having issues with some weapons from the Westernization mod, please let the author know about it - there might be hidden bugs. I've already wrote about the armor penetration debug error messages.

The NoCleaningPlease mod has a weird bug that doesn't occur every time. For safety you should disable the mod. I'm keeping it active in the pack because I didn't have any issues unless tampering with the mod order and reloading a saved game :)
#383
Outdated / Re: [A13] Mod MEGA PACK
May 15, 2016, 12:41:14 PM
Updated main thread - added a new pack version - v6. See changelog 8 for details.
#384
Hi. I think there is a bug with some furniture from your mod (specifically that drawer with the lamp on it; the error message appeared after selecting the object after being built). See attached picture. There was also another object that caused a similar message, but couldn't reproduce it again. Thanks

[attachment deleted by admin - too old]
#385
Hi! I think there are some bugs related to armor penetration when using weapons from this mod. See attached picture. Thanks



[attachment deleted by admin - too old]
#386
Outdated / Re: [A13] Mod MEGA PACK
May 13, 2016, 12:28:54 PM
Quote from: RoronoaDroagon on May 13, 2016, 12:26:25 PM
yeah, it looks like it's from one of those 2 mods, not sure, i whould guess WM though.
and i just did a test run with a new colonie and it works as it should do ^^

yeah, and just take your time and do what you have to do, real life comes first ^^
your doing a good job and thanks for the help with the bug/trouble shooting.

Anytime :) and thanks for the kind words! I'm glad everything worked out fine.
#387
Outdated / Re: [A13] Mod MEGA PACK
May 13, 2016, 12:16:08 PM
Quote from: RoronoaDroagon on May 13, 2016, 12:10:25 PM
okey, and yes, the problem is fixed.
i`m only seeing XML errors for armorPenetration.
it`s not anything that ruins or f*cks up the game though.
thanks alot for the help and again: your doing a really good job, this is deffinelty the modpack i`ll be useing ^^

If those errors are still from Westernization weapons, please notify the author by posting in the mod's thread :) If not, armor penetration was added to melee weapons, in the last version of CR - so it might be strictly CR related. Hopefully someone will be able to fix those issues (the mod's author stopped the development). Though, do try it with a new colony too, as there might be some remnants from your saved game.

PS: I'll be updating the pack with other mods/updates too, but right now I'm very short on available time :(
#388
Outdated / Re: [A13] Mod MEGA PACK
May 13, 2016, 12:07:20 PM
Quote from: RoronoaDroagon on May 13, 2016, 11:59:32 AM
okey, and i`m checking the log in dev mode and i get alot of XML. errors, and specificly on recoiloffsetY.
is that caused because i need the new westernisation mod/update for it??

Definitely yes! That's what was fixed in the last update :)
#389
Outdated / Re: [A13] Mod MEGA PACK
May 13, 2016, 11:48:08 AM
Quote from: Dynastiew on May 13, 2016, 11:35:11 AM
Aahaha well i wasn't offended at all, mostly confused because everyone told me to get ammo xD.

Welp everything is fine now (will see if i have other npc not reloading their gun with their other ammo type, saw that mostly on westernisation guns), just need the time to understand the combat realism system ^^.

Thank you for your time :3.

So let's see loadout

AHA! NOW I THINK I KNOW WHAT HAPPENS! Westernization mod received an update that I didn't have the time to put into the pack!!! If you have the time, please download it from the mod's page, overwrite the one from this pack and try your old save that was bugged. Probably some of the weapons were not fully compatible with CR.

Please UPDATE the Westernization mod to the latest version
#390
Outdated / Re: [A13] Mod MEGA PACK
May 13, 2016, 11:22:59 AM
Quote from: Dynastiew on May 13, 2016, 10:34:12 AM
Now, i know what is wrong is the type of ammo :) it doesn't change automaticly between reloading, you have to right click and choose wich ammo you want to load in your weapon, i have the impression the ai doesn't know how to do it, since sometime they couldn't reload either but i'm not sure so i need to test it out.

Sorry mate, didn't want to offend you! It's just I'm aware of the language barrier (English is not my first language) and I know some ideas might not come out clear enough :)
Are you willing to test the pack with a new world+colony? I have no idea what might have been corrupted in that saved game.

Quoteokey, but what if the only thing i have done is copy paste the diffrent files to were theyr suppose to be and the only change i have done is to add 3 mods that got nothing to do with CB or the weapons mod's at all.
i'll re-instal compleatly everything and test it out from there, but it seems to me that the CB mod isen't working properly for me, for i got no hud coming up that is added by CB/combat realism.

great mod though, good work, if i could donate to give you something back for your work i whould ^^

Something could've happened that corrupted the saved game. It's not only CR with weapons, but CR Defenses too. And some other mods that were patched to be compatible with CR. There might be a link between all of these... I guess it's really hard to determine a cause.

And there's no need for monetization... I just put together some packs other people made. They are the ones deserving the recognition & etc.