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running LWOTC and the useful X mods togetther (I had viper, MEC and purifier active) caused a bug where I couldn't create any new gas grenades / incendiary grenades. I'd completed the research, but had no option to create them in engineering.
Disabling the useful X mods fixed my issue.
Proving Grounds Overhaul breaks this mod. (190 other mods without PGO; and Venom rounds work fine. And with JUST these two mods, the breaking occurs.)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2259746446
with PGO and this installed:
the Chryssalid Autopsy does NOT say it unlocks Hellweave (correct behavior for mod), nor Venom Rounds.
The Hellweave nor Venom rounds are available in Engineering after the Chryssalid Autopsy.
*Install order matters*;
if this mod was installed last:
Exp. Ammo project CAN create venom rounds; then Venom are available in engineering (PGO feature), but then use THIS mod's cost.
The Exp. Armor project does NOT contain Hellweave, even after being exhausted of possibilities.
if PGO was installed last:
Exp. Ammo project CAN NOT ever create venom rounds,
The Exp. Armor project *can only ever produce Hellweave, forever. That's it.*
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2259746446 - Proving Ground Overhaul v2? I can adjust the ini files there, but I dont want to change if it is compatible. Thank you for these excellent mods!
[AutopsyViper X2TechTemplate]
-Summary="This creature is clearly reptilian in nature, although it appears to be not only sentient, but also highly intelligent. Still, the underlying physiology is remarkably similar to a number of terrestrial species - including the venom sacs, which we might be able to synthesize and incorporate for use in our medical supplies."
+Summary="Esta criatura de naturaleza claramente reptiliana, no solo parece sensible, sino también muy inteligente. Sin embargo, la fisiología subyacente es notablemente similar a la de varias especies terrestres, incluyendo los sacos de veneno, que podrían incorporarse a nuevos suministros médicos, así como a potentes explosivos químicos."
I find your work quite creative. However, there are mods for grenade production in Workshop (from elerium cores, but it works). So, I want to offer you next ideas:
1) the last acid grenade make from andromedon autopsy
2) experimental grenades project have to unlock grenade production in Workshop
3) compile your full "useful autopsies collection" in one final mode
Hope it will be useful for you.
Sincerely,
I am ))
The problem is that so many weapon mods on the Workshop are grossly overpowered.
I haven't personally used any mods that add more experimental grenades, though you could skip the viper or purifier Useful Autopsy mod to keep multiple options in the list if you so wished.
I'm not criticizing your mod or anything like that, so don't take this as an attack on your work. Just sharing my thoughts on that one aspect.
Can you recommend a mod on the Workshop that I could run alongside your mods, that would populate the experimental grenade project with some new types of grenades to balance out against those removed from the project by your mods?
With all your mods installed, what grenades will still be left in the Proving Grounds experimental project?
As far as I can see, besides Cut Content Ammo, nothing else is messing with the Experimental Projects. The only thing it might be is Rewards Deck Refresher, but I can't imagine it is right?
continue to do more !
thank you
Reading about the andromedon autopsy, what if in order to build acid grenades early we would require a gas and an incendiary grenades as a proving ground research and then with autopsy it would boost like +1(or 2) damage?
We would get the grenade early but the downside would be we need both mods to have it.
B: Does this replace the nanomedkit as a reward, or does it add to it?