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After several tests,
i found out sos2(Save our ship 2)will break this mod if this mod is loaded
before sos2.
Causing blank info page of some yuran ammos(liking sakura cannon's).
And you can longer produce those ammos.
Put this mod after sos2 will fix.
some weapons shows blank on info page
Could this be load order issue or mod imcompatiabilities
Your observation about Yuran raids/reinforcements being overpowered was extremely valid. Initially, after buffing player-facing stats, I forgot to update the raid points for Yuran NPCs, causing absurdly large raids (dozens of power-armor-tier units).
Samurai/Ninja raid points increased from 70 → 400
This adjustment should drastically reduce raid sizes to manageable elite groups, better aligning with both balance and lore.
Here's my rationale for the power balance:
Given that players must confront overwhelming odds while developing from scratch, they naturally gravitate toward elite combat builds with top-tier gear. If Yuran's endgame armor/weapons don't at least match vanilla endgame options (like power armor + Gatling guns), players will ignore Yuran's unique equipment entirely. To offset their strength, I introduced additional crafting requirements (gold + big cherries) and preserved key weaknesses:
EMP disruption reduces their shields to bulletproof vest-level protection (head/torso only)
fire vulnerability
well this mod's purpose is not just making suitable with CE, making it more powerful then it's ok
but turtle should be more harder. their purpose is tank the enemy, so it's gonna more harder than
snake i think.
and do you have any plan to make it with more moderate version of this?
when using this, if yuran reinforcement coming, whatever raid is gonna over.
also, if player against yuran, raid is like nightmare without OP mods.
So i just adjust this mod little bit and using it, but i'm not good at it....