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https://gist.github.com/HugsLibRecordKeeper/a1fac3b5295e84a6c8455c6960181a3e
Not much else has been tested so if you find errors let me know.
Once 1.6 has been fully released this mod will only be updated for the 1.6 version, old versions will still work (and receive new compatibility patches) but no more code changes will be done.
I do not plan to buy the DLC so do not expect special support for that.
Likely a once in a while interaction with another mod bumping it up much higher I guess.
Thanks
Love the mod but would love to squeeze a bit more tps out of my mid-endgame
So my suggestions is that perhaps you can add a toggle between this mod's ability a the vanilla casting type to make use "I Ain't Building That"'s feature?
So I did some testing and it appears your downed execution and other mod like [RH] Hand to hand's judo/cqc throw somehow make it always 24 hour guilt. Even when the pawn are not guilty before the takedown. While the normally downed pawn have the custom guilt duration. I don't know if this is just a strange mods conflict or maybe there is a specific code called by both of you to force knockdown and unknowingly apply 24 hour guilt
- Support for 37 new weapons from 10 mods.
- Fix Star Wars lightsaber integration & rendering.
- Better support visual for Tacticowl dual wielding, added option under Visuals tab to revert to old behaviour. (Note, there seem to be serious melee-related bugs in Tacticowl at the moment, maybe don't activate until they are fixed).
- Pawns now have a random chance to be left-handed, affecting idle animations, can be adjusted in settings.
- Many code changes in preparation for upcoming companion mod.
- Small fixes.
There are a lot of code changes from the past 5 months in this update. Please let me know if there are any issues, and provide log files if you do.
Also just want to let you know that there's an in-game mod setting called "Vanilla Shields Expanded" when they did the Riot Equipment update in VAE, which I had no idea that was a thing???
It's basically mod option which allows you to pick out which weapons can be used with the Riot Shield, for example I can disable the use of the Riot Shield when holding a Long Sword, and do something insane like enabling the use of the Riot shield with the GAU-8 "Avenger" from 'The Dead Man's Switch'. So yeah, that's something you might want to know.
Me big dumb. where and which log are you looking for?
I assign two pawns to dual, they walk to the spot, draw their weapons, bow...
and depart.
Anyone else have this issue? Wondering if it has something to do with the animations
- Click ability icon then select target or
- Click target then click ability option
Same number of clicks. The difference is that the second way doesn't clutter up the ability bar which is a problem in heavily modded playthroughs.
May I ask as to why you went with this route, @Epicguru, you have my curiosity.
(Also holy shit, the way you did the in-game mod settings is clean as hell, big thumbs up
I don't see the mod in tweak menu and I have lot of errors in Urban Maps