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Improved Mutations
Graven's Mutations
If it will be, may I as when?
I apologize if this seems to be an attempt to pressure, I just am just really hyped since 1.0 got released, and Iike the mod.
Take a long as you wish, and even should you chose not to update it, that's fine, thank you for giving us the time with this mod we did get.
Cheers!
<...>\steamapps\workshop\content\333640\2448571322\Martial Effects\Incapacitated.cs(107,32): error CS1503: Argument 1: cannot convert from 'XRL.World.Effects.Incapacitated' to 'XRL.IEventSource'
<...>\steamapps\workshop\content\333640\2448571322\Martial Effects\Grappled.cs(124,32): error CS1503: Argument 1: cannot convert from 'XRL.World.Effects.Grappled' to 'XRL.IEventSource'
<...>\steamapps\workshop\content\333640\2448571322\Martial Effects\Incapacitated.cs(117,30): warning CS0672: Member 'Incapacitated.Unregister(GameObject)' overrides obsolete member 'Effect.Unregister(GameObject)'. Add the Obsolete attribute to 'Incapacitated.Unregister(GameObject)'.
they repeat a few times before stopping, any help would be appreciated as I would really like to use this mod.
The Beta has features introduced to the game-files that are not in the stable edition and as such, certain features will not work correctly or it may outright crash.
Will it continously nag for the right version or does it stay in the kitchen, quiet.
Unfortunately I can't remove the mod-warning errors until the developers release the next assembly update that actually updates the code. Also this mod is for Beta, not Stable as included in the entry at the start of the description. Please update to the beta to use this mod properly, thank you!
Hi there, which version are you on? I am currently using the (beta) 2.0.208.10 and the mod is functioning. Check your version those warnings are just for obsolete refactors, they actually don't stop you from being able to load and start a game!
It is, I am working on a fix but this might take a while
lmao ... Yeah Chaining Strikes has been giving me some issues mechanically, I'm trying to figure out how to fix this but its ruff x.x Hopefully I will have something soon, my bad on that
Alrighty, do you think you can get me some crash logs from pastebin er something similar?
lmao, sorry that's hilarious, I'll add that to the list of bugtest, thanks!
thank you for letting me know, the MartialConditioningFistMod.cs is supposed to just be editing already existing fist weapons, which should technically have the SecondaryAttackChance IPart attached, I'll let the developers know this as well, as I think that might be a bug, thanks again.
if (!ParentObject.HasPart("SecondaryAttackChance"))
{
ParentObject.AddPart<SecondaryAttackChance>();
}
and change WM_MMA_FlurryOfBlows.cs:79 to
return base.HandleEvent(E);
as it presently does an infinite recursion and crashes the game.
Thanks for making this mod, it's really really cool.
- this should also fix the bug where it crashes during the attack
I will do some test and get it working, thanks for letting me know.
Okay, checked through, just to be sure. Didn't find anything and so I went through a bit of a mental processing moment as to 'why' I didn't consider adding these when I was making it as, yeah it does make a lot of sense more arms means better grappling. But now I do remember why I didn't at the time, and its because it'd be really annoying to figure it out xD
Problem is that there are a lot of ways you can get extra arms in the game, and I am not 100% sure if there is an easy method to do this going off the current state of code and my knowledge in it. I'll start brainstorming, but at the time, due to how complicated it might be to do this, I didn't consider it necessary since it would be a minor-buff at most, as the general bonus depending on how many arms you can stack needs to be really careful reigned-in or it could get way out of control super fast lol