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Rapporter et oversættelsesproblem
Since the original mod isn’t being updated anymore, I thought about trying to fix it myself, but… I have zero experience with coding. Plus, the code for the animal mod from version B16 is soooo different from the current version. 😭
I’d really appreciate any help or advice you could offer! 🙏 Thank you so much!
I understand, take your time. I am simply eagerly awaiting more updates as the Oni are my favorite race mod, Ratkin being a close second. If I have spare time I might attempt to adjust the "pointy" texture myself, but I am quite busy so I do no know when that will be (that, and I am uncertain if I will even be able to adjust it to begin with). As such, do what you are already planning on doing and if I happen to accomplish something on my end then I will share what I did, assuming you'd be interested.
Thank you for the updates! :D
Currently, the Ancestral Oni are purposely left as an enigma for the main race's lore by design, and as a call back to the original animal mod the race is based from on the outside. Kind of an anomaly themselves, before the anomaly dlc was even a thing, haha.
Of course, they won't be going down the anomaly-esque feel and route like that named dlc though, haha. Also as a principle I follow, I will never DLC gate primary content of my mods. Which is why there'll never be a "biotech" version of this race as that violates that principle. Plus xenotypes are still classified as humans in the end and not aliens, so that is already incompatible on such a notion from the get-go.
During the big overhaul and updating of the mod, I had made the decision to minimally update the Ancestral Oni, and sacrifice a bit of the old texture feel for the customisation option. This is to leave room for planning on giving them a more dedicated fix up and update to expand the mod, after playing once through the new dlc, and recovering from burn out.
In a sense, the current textures are "placeholders" without breaking them later once I can get around to that update. Burn out hits sooooooo hard.
Btw, a quick save, quit, and load seems to automatically match the horn color to the skin color of the Oni in regards to the Character Edited pawns. Not sure if this is the case for every pawn, but at least there's a work around.
Also, when using the Character Editor mod I am unable to change the color of the horns.
Content is automatically patched for Combat Extended,
The tl;dr, higher skill level benefit significantly more than lower skilled users, when the concept is to help lower skilled bridge the gap. Having skill level adjustments solves this, but nope, they don't allow this without Anomaly... So I had to make two sets of the hediffs depending if dlc active or not. Felt so unnecessary letting a niche but flexible creative function go to waste, and add needless complications to modding.
And various other little changes.
Some description updates and the yokai narcotic dart rifle renamed to Oni dart rifle, for shorter name and convenience for the upcoming CE patch. (As it will have more than just a yokai narcotic dart option)
LET'S FASTING GOOOOOOOOOOOO
CE patch is now next to be made.
Work on CE patch will be started following after this standard release.
It is more textures I struggle with, with just a few ability icons left to do. And when the new guns texture commission arrives. Yes, new industrial and spacer tier guns for the Oni.
My aim for their balance is to be as relative to vanilla as possible, but at same time they can compete against other mods with overpowered stuff. Debuff stacking on vanilla or bit above will have little effects, but overpowered stuff tend to survive longer, so debuffs gonna stack harder to curb against op stuff and drag them back down to earth.
I do drop random info on progress on the HAR discord though. It is kind of getting there, but still no estimate release dates. Although if you see me active on Dubs discord running through C# performance check or tidy up, and CE discord for CE patching, it is a sign it is near completion.