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I do plan on keeping this mod's development going but due to b42's ongoing development, I have halted it for now due the the understandable drastic changes a beta can and will keep making at a moments notice.
Don't get me wrong, It's great! They are adding alot of cool stuff! And I'd be silly to expect a beta to go otherwise. But I still don't want my time to be caught in the crossfire everytime I have to pivot a trait's/profession's mechanics, code, balance, or worse.
So I will be waiting until B42 is further down the line at least.
Thanks!
/sarcasm
shhh
Genius
Removing broken SB in debug mode further reduces carry to below default. Loading back into the save without SB then returns the carry to default. Adding SB back in will see the buff return, only to break again upon reloading the save.
Strength giving more carry with SB has the same issue. The default levels strength levels for when you gain 2 carry are 4, 6, 9, and 10. When SB is activated for the first time, it’s 3, 5, 7, 9, and 10. Reloading the save causes those carry increases to return to default.
Removing broken SB seems to also change the strength levels at which you gain +2 carry to 5 and 10.
There also isn't a +2 to carry weight when starting at 0 strength; it's just a +1 (6 carry weight without trait, 7 with it, and 5 when broken trait is removed).
Min/Max carry values are:
Default: 6/20
With Strong Back active: 7/22
With broken Strong Back removed: 5/17
the funniest comment i've gotten, congrats lol
function: addMarProfessionTraits -- file: MarOccupationsMainCreationMethods.lua line # 14 | MOD: Mar Occupations
ERROR: General , 1738330851065> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: Object tried to call nil in addMarProfessionTraits at KahluaUtil.fail line:82.
ERROR: General , 1738330851067> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: Object tried to call nil in addMarProfessionTraits
Loading into traits and occupation screen throws this:
function: addMarTraits -- file: MarTraitsMainCreationMethods.lua line # 167 | MOD: Mar Traits
ERROR: General , 1738330851213> ExceptionLogger.logException> Exception thrown java.lang.reflect.InvocationTargetException at GeneratedMethodAccessor54.invoke.
ERROR: General , 1738330851213> DebugLogStream.printException> Stack trace:
Should be, some traits that overlap thematics in both mods have would show both in trait menu but they should both functionally work fine together.
Immersive blind trait will probably be ported over eventually assuming the shader stuff still works, but I wanted to take the opportunity of moving it over to do alot of things I wanted to before,
Focusing on this mod mainly rn tho,
also, does your mod has anything that overlaps with SOTO? for example same traits or professions or does both mods complement each other?
Federal officer was named purposefully broad, I made it with the intent they could be seen as FBI or similar government employee but later found out FBI is technically not officer lol.
Will be renaming it next update to "Federal Agent" to fit more thematics
Is there anything that sets a Kentucky State Police apart for the base games police officer?
There is a Kentucky State Police occupation?
So I gave them 1 trait point so it just provides the XP boost as it sorta does make sense. Any higher however I feel treads on butchers ground a bit.
Yea I kinda realized there was better thematics for the trait lol, I'm reworking the "Artistic" trait in the next update to be "Creative" as well as adding an negative trait version for it being "Uncreative",
so it instead functions sort as the crafting XP version of eager fighter/reluctant fighter (cruel / pacifist)
Thanks for the report!
Aw shucks, thank you!
thumbs up!!
I like that idea, would encourage demolition experts to be the guys to actually do the breaking stuff, currently "better at destructions" just means faster destructions lol, as far as I'm aware however demolitionists are exactly "neat" with their demolitions, so It'd probably just be more scrap wood.