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Since the free ones have no specifications as to what can go in, weapons and tools also go in there, everything you don't have to stack.
The fact that they have tools in their fixed places doesn't really fit in with what the faction is.
Any chances you might reconsider changing the Zealot's robes tool slot for a medical/weapon slot? I think it makes more sense for cultists to carry some chemicals or small weapons in their pockets than a wrench...
I mean... as a chronical husk player I find more useful to carry calixanidate than tools, in case one of my uninfected crewmaters gets stung by a husk during an outpost raid or some exploration out of the sub. Or who knows, maybe I might need to kill my own Calyx and regain my tongue during an emergency situation to give some orders to the bots.
It's just a suggestion. I still think this mod is great even so.
Uniforms can be placed in other uniforms, which they should not be, unless they are empty, so they could be stored to save space.
Error because they are not supposed to be used as an inventory extension in the bar as some supposedly did.
But they can carry items and be placed in other uniforms that also carry things, I haven't tested how much you can get into each other, but each uniform can hold 2 uniforms in the 2 arbitrary slots whose stack slots can be occupied, and their arbitrary ones could also be occupied, you could just use it as a backpack to pick up loot You can't really use anything out of it except what you're wearing.
But since it can be placed inside each other, it would be practical to put it empty in a closet, but it can still carry things in every compartment, which should not be possible.
3 slots from original instead of 2 in this Mod , and 2 additional Free slots that have no stacks.
“Antibiotic Glue” these now have multiple charges, so they are useless as stacks, but you can put 1 or 2 in the Free slots that don't allow stacks.
“Opium” is now stronger with the addiction than the things that are made from it, these do not have to be in the uniforms, as the mod does not do it anyway.
Because of the originals as they were changed from diver slot to backpack slot.
Before you could use them as extra space for bots, and now like before it's only good to have 1 that is always in the closet and only needed when you need the threshold for weapon related skill to build something in better.
Maybe for the mod that you then use it as a clothing item instead of in the belt space, maybe with the uniforms that are meant for the officers and guards with their weapon bonus. / Since these uniforms are the weakest in this mod anyway with 2 ammo stacks and 2 single arbitrary ones, so combine both or the uniform a mixture of both without the “Bandoliers” bonus but then leave it there, maybe uniform that you have to build and need a certain uniform and a “Bandoliers” for it.
Big update coming soon.
The "Bandoliers" have been changed so that they no longer fit in the diving suit Place, and instead use the belt space, and only allow ammunition items.
But this shouldn't be a problem for this mod, as this mod doesn't change anything about them.
Or does this mod do something to them, otherwise they could now have different values, and old Place have. ?
Anyone can feel free to create a fork and correct this! We should always work together to make the game better! No need to ask my permission.
I wish everyone the best!
Opium now has even worse addictions than the other things that just take longer to rise, and also makes an addiction the first time you take it.
Once medicine and addiction makes no sense at all, medicine doesn't work like that, at least not as extreme as in the game / But opium is also a drug and they are always addictive in Real. / Opium but that in the game is also not like on earth and therefore could have been left weaker.
I went away from the divesuit style clothing only held in hand and instead used a simple locker script for clothing, now some people still push it and try to carry multiple sets of uniforms to swap out on the go and hey, who am I to spoil their fun just because its a bit min/max?
Mod 2 places, original 3
But since I still use a mod with a plastic case that I never needed before, where now from my combat diver, and for my doctor, I use this with 6 compartments, each with 8 stacks.
I use technician suit for combat diver, for wrenches and screwdrivers, and the lower slots for sonar and welder / Instead of medic and doctor clothes that can only carry 2 medical items in the mod.
I can only get all the other tools to the places that don't have a roll binding.
It's bad with medicine, Opiom can't be to up there, whereas bandages can. / But bandages are less medicine than Opiom is, so they have rather forgotten what is supposed to go where.
I only use Opiom, because bots are rarely so injured that you need something stronger, and then the injuries are only so big because it is spread over several parts of the body, where Opiom causes less addiction than the other things.
Also, so far I was only able to put a wrench and a scredriver on those pockets, not even a welding tool, flashlight or flares. What does this mod considers a tool item exactly?
None of the medicine clothes can opium in the medicine slots like they can original.
Which makes little sense when you look at what other medical items go in there, opium is no different than the other items that directly give life, except that it is a lot weaker, but requires more use to make the character dependent on it.
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In the meantime found at least one useful backpack mod that contains several types, and the developer has also made one.
And I've had a small medical case for a long time that has 6 slots that can stack 8 things each, which I hardly use except for the doctor bot.
So i can at least use this clothing mod , my diver then has opium in his rucksack.
Not overdone like some backpack mods, the few backpack mods that don't overdo it either don't work anymore, or need too many full customisation mods like EK or others that change too much of the game.
The captain's places that it has now are of no use to me, so I'd rather use one of the military uniforms that now have fewest places.
You can only pull out Manuel anyway, because it can't be reloaded via key like from the hotbar, because only the hotbar numbers are assigned.
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Otherwise everything fits, but I couldn't test everything because I don't know all the symbols, so I would really have to put everything in a submarine in the editor.
Mod in the editor tested everything in submarine and start test.
Clothes can apparently be put in other clothes, which should not go, noticed because closet was full and wanted to exchange clothes only, and my worn was then inside the other still in the cabinet.
Now only 2 things go into the 2 originals which can be a full stack of 8 per place, and 2 places where only 1 goes in.
So with the mod you lose 1 stack for each medic that you now have to put in your belt.
For the ones you use as a diver, you also lose 1 stack of medicine.
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For divers a problem because then it has to go in the belt which only has 6 places , so you lose 1 place for loot , so stuff from wrecks and beacon and ore.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2764968387&searchtext=Enhaced+Armaments
Any plans to make compatible with Enhacment armament (apparel)?
Also how compatible is this with other mods?
Gotta say though, its not so bothersome as to stop using the mod. Hope it gets fixed but great job regardless.
I found that the heel and hands disappear after installation..