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So seems like someone else has also taken on the task of fixing EK related bugs.
https://steamcommunity.com/sharedfiles/filedetails/?id=2954237072
I don't know just how far they're taking their efforts but on first glance it seems like they're much more committed to quick and total fixes.
I'll still be adjusting my compatibility patch over here reworking stuff to be more fun/interesting the way I see fit but if you're looking forward to quicker fix, well, this might be up your alley :D
under Lightcomponent, you'd need to add alphablend="false" to fix. Not sure exactly which file it's in
I did some testing with the flamethrower and it seems the gun lost it's ability to push out ammo, this is probably due to outdated gun code and so all flames particles drop directly towards the floor, killing the flamer.
I will work more on the rest of the things tomorrow.
- - -
After more thought I think I will end up copy pasting the fixes of this mod to another file before re-adapting the functionality of this mod towards my main project: "Awesome Package".
Thanks for more info! I got to working on it today.
I fixed the 40mm Thermite and smoke grenades.
The 40mm beehive seems like something that's going to take a lot more work to fix due to the original functionality of the code seems completely lost.
Darts are working again, they've been reworked to stick to characters and apply their effect over 7s of time. This does not mean it is balanced, I think it's going to take a good while before all darts a properly adjusted. For example, Explosive dart is bugged and 1 shots atm.
Dynamite works, you just need to press "E" when equipped and holding right click.
Rocketbelt (Jetpack) is also functional but requires character to be free falling in order to work. (This is the same as before.)
<ItemContainer hideitems="true" drawinventory="false" capacity="1" canbeselected="false" characterusable="false">
<Containable items="ekgunnery_dummyprojectile" />
<StatusEffect type="OnUse" target="Contained">
<SpawnItem identifier="ekgunnery_dummyprojectile" spawnposition="ThisInventory" />
</StatusEffect>
</ItemContainer>
Simplest form of the code associated with crashes
EK's Ramming Prow has the same instant crash. It also has some very similar code. I'm not smart, so take this observation with a grain of salt.
<ItemContainer hideitems="true" drawinventory="true" capacity="1" canbeselected="false" characterusable="true">
<StatusEffect type="Always" target="This" Condition="-10.0" disabledeltatime="true">
<Conditional Condition="gt 90" />
</StatusEffect>
<Containable items="ekdockyard_newthrusterforcer_mediumalt_500" />
<StatusEffect type="OnUse" target="Contained">
<SpawnItem identifier="ekdockyard_newthrusterforcer_mediumalt_500" spawnposition="ThisInventory" />
</StatusEffect>
</ItemContainer>
Both have this code... which only triggers on activation. They crash on activation. Beyond that I don't know how to "fix" it though.
EK Dockyard: *Inhales* Lots of things. Text displays are bugged/ super bright, Fixed Thrusters crash the game on activation. Rocket thruster included in that. Guidance Computer seems useless/ broken.Lighting issues with distributor junction boxes/ standard boxes, terminals, etc. from the mod. sure other issues from parts I don't use... Thanks again for even looking into the mods!
EK Gunnery: All Good, from what I can tell.
EK Utility: (If these are bug that you've fixed, ignore them) the placeable functionality on items are broken, couldn't mount battery assembly to wall. Rocketbelt seemed to not work as intended, but I may be dumb. Shelf/ small shelf has a texture glitch/ flicker whenever it has items in it.