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Deleted all my appdata configs (was a test, restored after)
Deleted all workshop mods on steam directory (was a test, restored after)
And I discovered that my order was wrong (My mistake was ignore the rimPy dependecies warnings)
Now I'm using this order on 1.5
- CE
- Ambition to Cosmic (Explodoboy)
- Ambition to Cosmic [Continued] (Para)
- Ambition of the Cosmic: Combat Extended Patch (Mr. GetDonkedOn)
The items that I mentioned before are correct as you said.
So the main mistake was that I was using only the old Explodoboy version.
Thank you for your time!
That's weird
Anyway, I will try your suggestion to unsubbing and resubbing
Items not patched that I found: Stellar, Cosmic, Eternal weapons (EXARCH not patched too)
CHARON armor 25mm/25MPA thats lower than Heavy EVA from SOS and similar to the power armor. The current value seems too bad to an endgame item.
My suggestion is to keep the old values from older patches like 500Mpa (something like that)
This was the issue I had in 1.5 though. I just checked the stats and it seems to be fixed now. Thank you.
If an error does occur, I'll be sure to drop a comment. Thank you so much for the speedy response
Not like I use SNS anymore... or play the game...
But still, thanks for the update!
change notes:
- updated to 1.5
-fixed ranged weapons throwing errors in melee
- switched to new version of AOTC
- patched the new armors introduced in new version of the mod
Are you still working on this mod?
hope all of this wasn't useless and I didn't ♥♥♥♥ everything up again...
btw after relaunching the game a few more errors appeared, so here's an additional log https://gist.github.com/HugsLibRecordKeeper/2938eb723bf12f90e8a655c6b478077e
range of the turrets isn't visible for some reason, even though it is set in the info menu
for some reason all the turrets have vanilla percentages for different ranges in their description, although I'm not sure it makes a difference
overdrive automated lance is broken. Is spams the console and doesn't actually shoot, you can't even put ammo inside https://gist.github.com/HugsLibRecordKeeper/1b80d88f3b8a3fdfd0c0aa8d505cdcd5
in general everything's working fine(except for one bugged turret), but I have a feeling that there's something wrong with accuracy. Advanced automated exarch, basically the best turret in the game shot like 50 times to kill 3 raiders. Even with a larger raid and more chances to hit it still took something like 20 shots to kill enough raiders to make them flee. Probably intentional, but still feels a bit weird considering how overpowered everything else is xd
console gives a few errors right away, but I'm pretty sure those exact errors appear with only basic mod and aren't connected to the patch. Buuut... better safe than sorry https://gist.github.com/HugsLibRecordKeeper/5caa9279f746dfdac204685861654226
currently testing every weapon. Everything seems kinda fine, but the fun begins when you try to punch someone. All the guns have a melee damage of null, so game starts spamming the ♥♥♥♥ out of console and both pawns break https://gist.github.com/HugsLibRecordKeeper/7e58f5caa8db161a1f7aa577c4af61b3
damage and AP look fine, though I'm not sure Gen2 weapons should have 80+ mm AP... especially shotgun which has 200 mm while sniper only has 80, and last time I checked shotguns weren't supposed to be very good against armor
Otherwise guns work fine, no errors and no issues with AP. So it's pretty much playable, unless enemy comes close enough for a pawn to try and melee him with a gun...
If I'm not lazy - I will test most of the stuff and write another comment with the results, with the keyword being "if"
- Set power armor helmets to have all standard CE layers
- added upgraded versions of aiming bonuses to the power armors
- added carry weight increase to spine implants
- added a bunch of combat bonuses to eye implants