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Take your time; I'll be waiting eagerly for an update.
@cody - Should have a UI you can interact with.
@Lelouch_vi_Britannia - Yes, the game allows modded weapons like here to be added for ideologies by default. No idea why it wouldn't let you see them on your end without an error log or any sort of help, because it could be any number of mods in your list affecting it. All I know is it works on my end when I test it.
@wingedhussar226 - They shouldn't have reloading by default. You probably have Combat Extended and you sent the comment when the mod wasn't CE patched.
@cody - Reserved for a USMC faction.
@Buddy - Can't tell mate, don't have the time to test unfortunately so if people find incompatibilities, I humbly ask for a full error log.
@SiaNKs - Hey, the pistols are already not 100% the original size. I don't want to make them too small since even the vanilla revolver and handgun can be out of whack compared to the vanilla bolt-action's body. I just did not take scaling too seriously because the base game doesn't either. If we did things 1:1 it'll be difficult to see the art anyway and I'm not down for that.
To have everything optimised and fixed with all the mods I have, will mean sacrificing free time I have spent on other things.
@imsleepy - I would say the Anti-Tank weapons for damage and accuracy, but everything has it's specialization. Your pawn with an RPG-7 can die to someone with an M60 because the rate of fire is higher, so stats aren't always the thing.
@Astronomer - Thank you for the feedback. Unfortunately there's no reversing the extra weapons, but it has always been my intention to have variety even if they overlap. It's just how it is irl too, we have a lot of weapons that do the same thing, it's just a matter of variety. A lot of mods already do standardized stuff so I wanted to do something else.
@物理系魔法师 - The weapons in this mod are already in specialized benches.
@Timou - Will look into it thank you. Are you sure you went through the smithing table?
@Patient Zero - Hello, thanks for the suggestion. No plans for anything new at the moment unfortunately.
@joseph98611 - Yes, please see the pinned "Weapons list" thing because your stockpile will auto disable them. Just simply re-enable.
@Myxasese - You have a mod that seems to define one handed or two handed weapons, it's not a vanilla feature.
@Kapten Eggis - You have a mod that adds ammo as Corpse Starch said, this mod doesn't do anything ammo related by default.
@blackrave - Tell your hamster I said thank you for your service
@DigitalCam - Thanks for flagging, I'll give it a test this week but as far as I'm aware that bug isn't on my end
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3393769951
11/10- best piece of code ever created.
Desert Tech SRS (RNShot_SRSSD) , Desert Tech HTI (RNShot_Generic50Bolt) are among several others which also have the same issue.
They all display the same error: "No resolved grains"
"Cannot play RNShot_GenericAR_II (subSound UnnamedSubSoundDef_: No resolved grains."
"Cannot play RNShot_Generic50Bolt (subSound UnnamedSubSoundDef_: No resolved grains." etc.
Щас как раз тестирую мод на волны врагов, и как не странно, даже топовое оружее с легендой качеством, не может убить голого дикоря) Что то тут не так в циферках
There's a lot of great stuff in this mod, but the sheer variety of weapons all overlapping each other in roles and stats makes it quite a bloaty a mod that serves aesthetic variety at the expense of dizzyingly cluttered crafting menus and in my experience some extra lag when generating lots of pawns for raids and trade caravans
I also don't personally love the enormously overpowered buffs to crop harvesting/mining yield and speed on many of the melee weapons, so I've knocked all of those off too, depends what you want out of your game
The art is beautifully done and apart from the melee stuff the stats and crafting seem well balanced, a lot of love and hard work went in and it shows, it's the best modern military weapon mod on the workshop imo
Ingredients not showing in recipe and the pawn stands and does nothing when I give him the task to make a katana and other Japanise sabres.
you should add in ar-18
If you have any issues with this, go to their Combat Extended Discord, because I didn't release my mod with missing weapons that appear in the preview.
Mods enabled:
- Harmony
- All DLCs
- This mod
this is the result:
https://www.youtube.com/watch?v=I_Q7oVlOxeQ
The projectile isn't going in random directions like you described. There is nothing out of the ordinary.
I stress this again, you have a mod conflict. It's hard enough to identify what mod would be causing this issue with your game, but without a full error log it would be impossible. I've tested my mod, and as you can see in the video, the Auger is working normally.
This may be a new 1.5 feature that's done in .xml but I'll only be able to explore when I'm back in modding.
This mod adds guns, it doesn't reshape the mechanics of combat. For me to have to fix the mod that is outside the scope of what this mod adds, is gonna eat up my time when I didn't even create the issue it causes.
@Queen or Else - Thank you
@Akihirothunder - Hi. I understand I'm over a month late in replying, but what you described is caused by another mod. I know my grenade launchers here can't do that on it's own, so I'm not responsible for what other mods in what could be a huge modlist can do to your game.
As for a solution? I can't help you without a full error log that could possibly indicate what the issue is. Maybe you have Combat Extended, maybe you have something else, it could be the world at this point unless I have a full error log.