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XPiratez / Re: Bugs & Crash Reports
« on: December 06, 2015, 07:36:39 pm »
I honestly don't know if it is on or off. Just unpacked the 0.97 and put my saves to proper folder.
How to disable it?
How to disable it?
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Nice thing you like the mod enough to make additions! (and I'm not against adding them permanently/integrating if people like them enough) I will gladly answer any questions so no collisions occur.
Now, as I understand it:
1. Order lists from master mod and sub-mods do collide, with sad result if they're gfx/sound/similar resource
2. Order lists from sub-mods never collide with each other, as long as they don't exceed 999.
3. Sub-mods have priority over master-mod
It does seem that the gfx declarations from your mods collide with some in the master-mod. Try using numbers of 1000...1999, but you must be consistent with these numbers in all your mods, since the engine adds cumulative +1000 to every mod it finds.
Your mods are quite interesting, perhaps useful as extra starter, or near-start items, after balancing them a bit... Wt=1 for example isn't good, 3 would be better. But I like how the lightbulbs have no Morale-damage effect so they can't replace Molotovs. Although they do much to replace Flares... As for the smoke bombs, I think Radius should be about 2 to be of any use, although more could make the weapon OP... about the dart rifle, it already exists, with 3 types of ammo even
Actually, yeah, why not the inverse medkit, but it takes 90% of TUs for.. 40 stun, -50 stamina. You have to already stand on top of your target (which is practical only for already stunned targets), but it does make sure it won't get up soon. The large TU cost is there to represent taking the time to access weak spots (find the flaw in the carapace, remove the power armor helmet, etc.) and delivering a large dose of drugs while ensuring the target isn't hurt.