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
besides that its been just fine for me, but i havent bothered to test the mod options for it yet and have just been using my old config from 1.5
I hope this will be updated for 1.6 at some point.
In any case, thank you so much for your work!
Thank you for your support and understanding <3
Some textures may not match the situation.
Unfortunately, custom body types are not supported at this moment. It was an omission on my part when I was creating this mod.
I hear your complains about the UI and I realise it is not the best. I was limited by the technology of my time (but mainly the skill issue). After having played with Holsters for couple of years I have a better understanding of how this UI should look like. I have a draft version of Holsters where I divided the Mod options to tabs as space was the most limiting factors. My main thought was to get rid of groups and instead introduce "presets". You would create a preset first in this scenario and drag & drop them onto weapons. This way two weapons can have the same main position but different off hand ones.
Thank you for your patience and apologies for the inconvenience!
Awakened ones do. Any fix?
or drag to change position ?
I would suggest that when the user begins adjusting an item's visual aspects, the mod auto-generates a new category for that item based on the weapons name. If I go to the settings and go to long blades, and adjust a "scarlet blade of doom" it prompts me to throw it into a self made category for the weapon. So I'm not adjusting 50+ weapons.
This is the process users have to go through to make offhands appear correctly. You can't stick them all in a single category and adjust them all at once. It's a case by case basis.
You can disable items by moving them to "Do not display" category.
@Kyrox, you do not need to make a new category for everything, unless you want to have a different position for every single item. You can also throw them into already existing categories. I do not have a reliable way of deciding where each weapon should be placed. The mod tries to sort them for you but it is not always right, unfortunately. I am open to new ideas on how this system could be improved though.
Sidearms get drawn independent of that item's settings. An item set to 0% size goes back to 100% size when its a sidearm
Also if there's a way to disable certain items, I can't see it
Anyway, point being, the result is that, every one of my colonists is walking around with beer or logs strapped to them under the circumstance that they grab those items
I am aware of the lag issue. I will be working on fixing it sometime soon. Sorry for it taking so long. < 3
Again, really enjoy this mod, hope you can produce a fix, or maybe even better, integrate it with 1.5 systems!