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I was preparing for a run with the Edb "Prepare Carefully" mod and realized that this mod doesnt seem to use the Alien Humanoid Race framework, meaning i can't actually make a preset colony.
Are there any plans on making it compatible with Edb "Prepare Carefully" so that we can customize our characters and stats from there ?
Cheers and thank you for the exciting work you're doing !
I use both. but mainly Character editor. I'll try customizing a miqo colonist. I hope it works! thankyou for the help! <3
Are you using Prepare Carefully or Character Editor? Character Editor is generally recommended for Humanoid Alien Races as it has much better support for non-standard bodies and settings, and I would also personally recommend starting with a miqo'te colonist and customizing it rather than race-changing a colonist of a different race. Many races have incompatible parts and body configurations, so if a race is forcibly changed and one of the previous settings cannot be used by the new race, then you will get errors like the one you're seeing now. Hope that helps!
Having never made a mod before, I have no idea if this is fixable! But I figured I'd report it anyway.
Maybe racial clothes could provide better thermal protection when the pawn has flowing aether?
Achtung mod may cause the issues of Miqo'te and the shipgirls too.
Hairstyle "Errin's - Karla's Curls"
Head "Female _D"
Body "Female".
Mod is most like "Erin's Hairstyles - Redux"
There is exactly a 1 pixel diagonal airgap between the hair and the ears when facing forwards.
The ears should be lowered by 1-3 pixels to accommodate hairstyles with "shorter" hair.
I love the outfits enough to put up with the item bloat, at least for an AAR playthrough. For runs where I just want the race, someone (maybe me but I'm lazy) will need to make a "lite" version that doesn't add clothing (or changes clothing to be cosmetic only, or a Style like Spikecore, etc.) (If I do it eventually, I'll give link and credit ofc).
The fact that Gradient Hair ALSO affects the tails is my favorite part tbh
would love to se maybe a more advanced magitek version of those. like a windmill.
i don't play FF14 myself so i don't really know how things work there :D
but yes, i understand your point of view :) cant wait to see whats added next.
maybe if you like, talk to the modder who made a mod called Rwby world of remnant.
he/she has some Interesting coding that can transform weapons, or use some kind of magic abilities. he/she could maybe help if you would want to add magic to these mods?
or maybe you could help them with something you know better. just a sugestion tho :)
Also, objectively speaking, a vanilla Wind Turbine can power up to 30.6 standing lamps at 100% wind speed and up to 46 at maximum. Now, obviously you would need batteries to balance out periods of low wind output, but on the other hand, aetheric lamps have to be manually refueled. Hope that puts some numbers into perspective!
but thanks. i'll figure it out from here.
love this mod sofar btw. very little stuff to go around but whats there is nice for early/mid game.
(the Lamps are great. tho i think the accumulators are a bit OP once build since i can power up 2 dozen wind crystal lamps with 1 wind accumulator
but the weapon descriptions screen do no longer show weapon damage and armor penetration.
for pretty much all weapons that are not from A Rim Reborn. idk if its a bug or if you intentionaly removed the text. but i would love to be able to see how much damage my ranged weapons do. especialy since A rim Reborn aetheric weapons are sort of useless once your research reaches the Vanilla SMG... but playing the game without being able to see damage output or armor penetration can become quite a nuissance in choosing weapons for use.
other than that, great work!