Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I thought I included all the tools ?_?
I always tested it on characters who hadn't fully unlocked the manipulator's tools.
Sorry for the inconvenience before.
The Manipulator Skin Pack coding is done by Neb, so I don't know the ins n outs on how it works and how to make it play nice with other mods.
With the Purchasable Manipulator Pack the MMs and tools are custom items separate from the vanilla tools. I've not made a template for the custom tools.
Because I didn't want something that changes ALL handlers.
Just something to be able to customize the handler of each species individually.
I liked the Purchasable Manipulator Pack.
I have no plans on updating any of my MM mods. I am a little burnt out :P. I have template on how to make your own MM skin if that works for you?
So I wanted to know if it would be possible to update it too to add more options.
Maybe add more modules based on the species' ships?
Its a bug related to MM Skin mods,just do what the desrciption says:
"Lost your scanner?
In the chat:
/admin [enter]
/giveessentialitem scanmode inspectiontool [enter] to get your scanner back"
And the id for that one seems to be "sksbkbl_manipulatorskin",could be wrong tho
That could unlock the recipe for it, then.
idunnojustthrowingideas-
:(
I have replied to your message on the CF forums.
I'll try n prod neb to see if he knows why this might be