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Rapporter et oversættelsesproblem
; New costs/requirements for blades.
+ItemTable=(ItemTemplateName="HFBlade_CV", Slots=0, Starting=true, Infinite=true, Buildable=false)
+ItemTable=(ItemTemplateName="HFBlade_MG", Slots=0, Starting=false, Infinite=false, Buildable=true, RequiredTech1="AutopsyAdventStunLancer",RequiredTech2="", SupplyCost=20, AlloyCost=1, CrystalCost=1, CoreCost=0, SpecialItemTemplateName="CorpseAdventStunLancer", SpecialItemCost=1, TradingPostValue=8, RequiredEngineeringScore=20, Tier = 142, PointsToComplete=100)
+ItemTable=(ItemTemplateName="HFBlade_BM", Slots=0, Starting=false, Infinite=false, Buildable=true, RequiredTech1="AutopsyArchon", RequiredTech2="", SupplyCost=35, AlloyCost=2, CrystalCost=3, CoreCost=1, SpecialItemTemplateName="CorpseArchon", SpecialItemCost=1, TradingPostValue=15, RequiredEngineeringScore=40, Tier = 144, PointsToComplete=200)
has come to an eeeeeeeeeeeeeeeeeeeeeend
If it was just one or two, meh that happens whenever even the original mods update. But when it's near on 100 with XCOM's slow UI it's more daunting.
Rock on you legend.
Bit of a dumb question here, I know the actually content we see in game is the same between the mods, but are the "pointers" or however modders would phrase it the same?
i.e. - if I switch off the old MGR and enable this, will everyone who has the MGR cosmetics already on just connect up to these ones like nothing happened, or will they just strip down to kevlars and I have to re-cosmetic them all manually? The only little I know is the ModID isn't the same and I note the content.ini's read a little different - but I don't know if that means they won't automatically just slot in where the old ones were, and MGR cosmetics are on LOADS of my dudes so I'm scared to try for fear of having to manually fix.