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Thank you for taking the time to let me know, I hope that the vehicles are updated to account for your mod in the future.
It's like when people come to me and say my mod is incompatible with CE, the fact is it's their coding that makes a lot of changes in-game and it affects vanilla stuff, like my caravan activities being tied to visiting the base, your vehicle is the "pawn" and your colonists need to dismount to have it be available to them. It's something on their end due to how the vehicle is coded.
Once your pawns dismount, they'll be out of the "inventory" (interior of the vehicle) and you should see the caravan options. Frankly, it's beyond this mod to fix, cause then I'd have to hire a coder to sort out something in the vehicles mod, probably significant amounts.
I was really hoping I could have an armored truck and do missions. The other interactions like the bounty menu, storage, and free supplies work though
@Gary Oak - Thanks for pointing it out, have been extremely busy even during my time off so I'll have to do it when the next round of updates come along.
Quick question: in VOID, there's an enlistment option that I've never really figured out a purpose for. That's nothing to do with the enlistment in this mod... right? Because VOID enlisting for mercenary jobs is both hilarious and terrifying :o
One thing I noticed, armors aren't EVA tagged proper for the new sos2 release, pawns are still getting compression damage.
Things I'll address:
Combat power - I'll increase the BH pawntype combat power
Lower tier pawntype - Chance to not spawn with a shield belt added
Weapon variety - I'm adding DOOM 3's pistol and super shotgun so they have something for the lower tier pawntype
This is what I'll do but I don't intend to get too much into making the mod easier, since the Bounty Hunters are meant to be a challenging faction at their core.
Yes they have very powerful gear, but that's meant to be their theme, yes it can be unfair but this is one of the few spacer factions that is meant add that feeling for new colonies
@rainbowwilliam - Hello mate, I'm not gonna add a scenario for this mod because I didn't want to flood scenarios for my faction mods. A lot of people request for it, but I added enlistment to avoid having to do scenarios. Bounty Hunters are one of the few factions I have made so far that are hostile to start and they are supposed to be challenging, even when I add my new changes soon.