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
All personal who have ingested SCP-500-Alpha are to report to [REDACTED] for further evaluation and eventual [REDACTED]
-Dr Klein
I currently have:
Lua
CS for barotrauma
Hungry Europan
Neurotrauma
- Neurotrauma Addons, Cybernetics, pills, unstunned, etc.
Enhanced Armaments Neurotrauma patch
Enhanced Armaments
Lua mods
Neurotrauma
Hungry European
Enhanced Armaments (patch)
Enhanced Armaments
If I am wrong, then I don't know what else.
The Alcoholic debuff only appears from drinking the alcohol from Enhanced Armaments.
Im currently assuming "load over" means load last to EA and NT mods, so place under the other mods in load order.
It cause crash when select mission in campaign
If your point was removing all the first aid kits, you can make a script that makes them turn into raw materials when this mod is active.
Medical\medicaloverrides.xml
lines 67 and 68
<InventoryIcon texture="%ModDir:Enhanced Armaments%/Medical/medical.png" sourcerect="43,2,81,95" origin="0.5,0.5" />
<Sprite texture="%ModDir:Enhanced Armaments%/Medical/medical.png" sourcerect="43,2,81,95" depth="0.6" origin="0.5,0.5" />
Thank you