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Would've been fine if they stuck with the ruins part without adding 200 copy cat guns lol.
Anyway thanks for responding and trying fam
https://steamcommunity.com/sharedfiles/filedetails/?id=2387969260
I guess perhaps I am just picky, but I prefer more purpose-built mods, like the one bosh linked, very lightweight mods, just does 1 thing lol.
The texture aren't too shabby, especially since there's 3 models and a melee variant, but their stats are absolutely awful.
Half the base hit point rating and a third / half of the armor rating of a visage mask.
and I can see why, the original mod was created before the visage mask existed (ideology dlc), so the creator had no reference point (something like this didn't exist yet).
I guess I'll just keep a local copy and adjust the stats to better fit between visage masks and actual helmets.
Integrated Implants is a good example of that actually. I love the archotech womb, since it sets fertility to 200% and allows older colonists to be useful for producing children... but I don't really want any of the other stuff in the mod (except the psychic levitator, that implant is cracked and I love it).
I ended up making a custom fertility gene based on a framework I already use for other things, so now I can have useful older pawns if I want, without all the additional stuff I don't use :)
But later I do something similar, I got a race mod for rim elves, they have a gene that they don't age, so once I got reliable gene modding going and that gene, combined with the chronophagy ritual it means I can keep all pawns (the ones I care about lol) between 18-30.
Honestly, learning how to mod the game myself (something I've done for most moddable games I've played since the 90s) was the best decision, since it means I can just tweak things to my liking without relying on other people, or having to deal with unwanted bloat.
For example the vanilla expanded team added a shield comp to the framework and is used in some of the mods relying on it, but it's worse than the vanilla shield method, don't need an entire comp defining stats when you can just put the shields in the normal stats of gear, even wether it blocks ranged or not can be done without vef, so yea.
How do you make yourself younger with VE psycasts? I used to run it a long while, slowly started to dislike it because of the way it was setup, I either had to wait for RNG to get psycast trainers for the ones I wanted, or I had to follow a route of unlocks, thus bloating up the skills/button overlay at the bottom of the screen when a pawn is drafted, especially when combined with even more buttons/skills from ideology role abilities or royalty title skills.
Recently I switched from using VE psycasts to just using the anomaly skills, since my pawn is void touched pawn (finished anomaly story) and saved with character editor, then I added some of the flair skills from the nephilim mod. https://steamcommunity.com/sharedfiles/filedetails/?id=2997308585 I'd suggest checking out the mod, they're like the good opposite of sanguphages.
So while I do miss the solar pinhole from the skipmaster tree, or enchant quality from technomancer, or chain lighting from the lighting tree, I instead got some other abilities, like being able to blow up a random pawn within 25 tiles every 10 days, unnatural healing being like a healing mech serum, but with 25% chance to chance one of the pawn's limbs into a flesh tentacle (ugly, but 20% higher manipulation)
Yep, I keep all mods locally. Partly as backups (SOS2 has a severe performance bug with VE Framework at the moment that makes it unusable for me, fortunately I had an older backup that still works, as just one example of why I prefer local to Workshop), and partly for the same reason as you, to tweak and remove things I don't need :) VE Security, for example, has two things I want: Charge turrets and the double autocannon. So I removed everything else.
For VE Psycasts, it's actually an add-on mod someone else made called Time Harvest, which lets you increase/decrease age in more convenient ways compared to making a chronopath. It even has MASSIVE mood debuffs for the pawn you steal the age from (configurable, of course), including things like a huge -20 or something for 'stealing my childhood' if you age up a child to adulthood. It's a fun mod that's more flexible than chronopath if you're just interested in specifically ageing pawns up/down.
It helps if you have a mod that lets you craft neuroformers (there's a simple one called Craftable Psylinks that I integrated into a big tweak modpack of my own), or include genes for extreme psy-sensitivity and similar so they can meditate faster. Otherwise yeah, it can be a bit slow. Or grab a mod like Universal Trade Console that lets you buy specific items (like psy-trainers) for a mark-up, with a chance for your delivery to go missing (with options for express shipping and insurance, if you can spare the silver).
I won't touch Anomaly, it's one of those DLCs I've seen enough of via a particular Youtuber I enjoy (Mr Streamer) to know that it's anathema to most of my play-styles. I've seen Mr Streamer's general annoyance when Anomaly events start kicking off, and he's just like 'oh, here we go again, time to deal with the nociosphere instead of roleplaying my colony...' and know for a fact that would annoy the hell out of me as well, lol.
I'm more than happy with the other three DLCs since they all add things in ways that make sense, but Anomaly is more of a specific kind of thing that I just don't want in my games. Sure, I could disable it... but then I have to ask what the purpose would be to purchasing it in the first place?
Though saying that, I'm interested in what the next one might be. Something involving the world itself (faction diplomacy, more dynamic raid type stuff, etc) and finally fixing the caravan system would be nice, but I'm probably going to be disappointed, heh.