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if it works as it should than any mod added to a mods requirements list will be added automatically, though from my experience is doesnt work more often than it works.
also there are a few mods out there having variable requirements and thus have them only listet inside the moddescription and not in the requirementslist.
if singlestage a possibel solution could be multistage, atleats if i undertsand it correctly, which the first stage going just straight out for lets say 50m and then the second stage fires up and goes after a target.
would that be feasable?
might be worth looking into it cause it kind of likes to go out through the sides or back of the launcher and shreddinng stuff (player, aiebots, docked grids in a hangar, a lift on the base . . .) inside the grid its placed on while going through it towards the target instead of going out in the direction of the laucher facing annd thus ot through the mothergrid.
its basically already turing into the target direction in the middle of the block from what i could observe.
well there would eb the required mods that need to be loaded prior, though as long as the requirements are set properly and you dont have to work around mods overwriting the same stuff se itself is sorting that fine for sp and coop.
if you join the wc discord there would also be some pinned stuff as first aid and you woudl be able to easily provide logs and world if needed to hunt down the error
if you use defense shields inside the world make sure you only have one instance of the mod.
if not it is a probability that you caught some file corruption on game or modside or a mod conflict.
ZPM is used as an energy source due to SG mods. But at the same time, the ZPM of SG mods breaks down. And the Stargate Atlantis Lantian Drone Platform mod itself does not work correctly. The platform itself does not turn on and the target cannot be found. Other versions of the SG mods platform work fine, but their models are not so well made and look far from the original.
if that isnt the case i would point again towards the wc discord for help fro mthe whole modder team.
you cant load this mod withotu the required mods itno a world cause se autoadds alls as requirement listet mods upon worldload as long as there is a connection to steam.
you dont try to use wc while havin steam in offline modem, ode do you? if you do then there is your problem: wc doesnt work with steam in offline mode.
I probably came up with a problem, this mod says that weapon core 2.4 mod is needed and the error must be in that mod, because when I turn on the mod with the weapon core everything breaks, but when I turn it on without it, it works like that except that with some other modded weapons it turns off the distance to a maximum of 4 meters, for example with the asgard beam
with the little amount of informations given i can only poke around and point towards the most common stuff that cuases probs, which would be modconflcit, gamefile corruption and modfile corruption.
in soem rarer cases a world itself can get corruptet but that usually only hapens to works with 4k+ hours (so a bit less than half a year nonstop playing) of playtime or world that are multiple mayor versions old in my experience.
if you can provide atleast a modlist or a worldupload i can look if there might be a known modconflict.
you could also go onto the wc discord and ask there to get an answer from ones that are deeper itno modding cause iam just a moduser myself.
i am going for having read/viewed the moddescription and possible guide of the mod itself and its requirements.
most mods had an update and se itself had an update in the last year so its quite possible that a new modconflict got introduced of one of the modupdates caused some sort of file corruption.
as said it works on my end as intended.
to make sure its not because of some older files left over from previous versions or some file corruption with mixing up modfiles i made a clean redownload of it and its requirements as well as a filecheck of se before testing it.
but I don't even have the md ones working. I remember that last year it all worked fine for me, from this I conclude that it is probably incompatible with the latest version of the game, because when I try separate mods like Asgard beam and stargate, everything works, but as soon as I add this mod, everything breaks
for not working i can only say it works as intended on my end. it might be that you have a mod conflict or file corruption on either game or moside on your end.
as for the rnage reduction that is because of an inherent incompatibility between the vanilla weapon system and weaponcore cause se can only properly handle 1 weaponsystem at a time.
so every vanilla based weapon will not work properly as long as weaponcore is loaded into that world, though weaponcore itself has a basic replacer builtin for all vanilla weapons besides the fireworklauncher (which is quite confusing that it is a wepaon) and there a a few replacermods out there that bring higher wc functionalities and longer rnages to the replaced vanilla weapons and also a seperate replacer for the fireworklauncher.
we just lost our minignships in a coop worlds to this.
did you already go over the standard first aid steps (mond conflict check, game file corruptioncheck and modfilecorruptioncheck)?
usually wc crashes are either a modconflict or a corrupt file as far as my own experience goes.