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Zgłoś problem z tłumaczeniem
It's a problem, but it's one of the lesser ones to have, considering what makes them tick.
Since they have underbarrel GL's, they have to have a system to fire them reliably. This is done by having the primary inventory slot be the grenade slot, allowing the grenade to be fired first, instead of needing to remove the magazine, or deplete the magazine before being able to fire the grenade launcher.
In this sense, this is a lesser evil. My personal work-around is remove the magazine manually, and hotbar another in. Annoying, yes, but solves the problem.
My best theory is it's the vanilla text overrides I use, which confounds me given I haven't overridden anything relating to submarine, I think any other mod that also overrides vanilla text also faces this issue. From what I can tell there isn't much of anything I can do about it.
Additionally, chemical grenades do not proc their chemical cloud effects when used in a detonator/railgun shell/etc., and the preso latex grenade does not infect whatsoever in the explosion.
When i try, the slot for 40mm grenades flashes red, like when there is already a grenade inside and you want to put another.
I am using the FFE expansion too but in my testing, it didn't change anything.
"You need to inform the author of the weapon mod to use %ModDir:WorkshopID% instead of %ModDir% for his files. Then the issues are fixed."
ERROR:
[DynamicEuropa] Sprite "C:/Users/******/AppData/Local/Daedalic Entertainment GmbH/Barotrauma/WorkshopMods/Installed/2532991202/Weapons/vanillaweaponchanges.png" not found!
If you do not want to fix this, is it possible to create a separate patch and do you give permission to create it?
https://steamcommunity.com/sharedfiles/filedetails/?id=3036805935
If there's more than one gun, than this error repeats itself