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I opened the pbo and I think the file is named RGO_LOGO.paa as opposed to rgo_logo.paa in the error message.
Warning Message: Picture \images\rgo_logo.paa not found
but the issue is with this mod:
x3 nade = doing damage to the house (changing color black - damaged)
x4 nade = destroying the house (corners of the house are destroyed)
and without this mod (vanilla):
x9 nade = doing damage to the house
x10 nade = destroying the house
when i try to clear houses im using nades for every room, so when i clear the house im always damaging the house and it is breaking my immersion.
Can you make this mod with damage and range sliders?
So we can able to change it according to our desires. I really like the blast radius of the nades with this mod but im not enjoying increased damage.
Sorry for repeating this question, but I haven't seen any answer to it.
Any ideas?
Signed on server and client not equal
All others mods (like ace, cba, works fine)
so its good, issue probably comes up with
another mod that might change inventory, or weapons and ammo.
causing the issue.
the option to choose grenades wont show up under the ammo counter on screen.
So the only way to fix it is, if you go into your inventory, drop the grenade and
then immediately pick the grenade up, and it will be added.
Its no big issue, i've mainly encountered it after a respawn but again its very minor,
although a fix would be great.
Some users complain about it not being auto-installed if a server needs it. As this server Feature is undocumented, I'm at a loss as to how to implement.
Do not expect any further updates. If there are additional bugs, I will work to fix them now that I've recovered my keys and original code. I will NOT be adding any more changes to support new grenades or grenade types. (CUP/IFA3/etc)
Unless you're referring to no updates? Maybe that's because it doesn't need any.
Fix is coming, but life is in the way. Struggling with their mod packager since the folder structure changed (my old dev machine died). Also the busy time of year.
Sorry Folks.
Thanks @Madmatt for pointing me to the fix.
-> you'd have to create a new mod, with it's own key, right?