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Did you think how will you adapt the mod to b42 featres?
there's now a lot more hand tools, as well as a way to properly implement workstations/worktables, there's also now blank key item (but only for houses, not for cars) and key duplication recipe in vanilla.
Will you do something with it, like, updating mod's artstyle and recipes for parity with vanilla, maybe changing some skill requirements to blacksmithing instead of welding, etc.
Again, just asking out of pure interest, if you thought about it or not.
all my mods will be updated for B42 when the MP is released ... wait and to be patient, it's only the beta..
(information with the skills needed for each action)
I started a new vanilla save with only this mod, but I got the same result. It drove me so mad I enabled debug mode, and after a bit of messing around, I maxxed my mechanics, metalworking, carpentry, and only then did it start working properly.
otherwise you can see the level required with the options on a house door, or in a vehicle
but yes, not everything is necessarily intuitive, see the sandbox options for that
so i build a new door // removed the door knob of new built door // spawned new knob and installed that lock in my inventory then put it in the door // got a new key issued // locked the door // changed character and came with a non-admin character that has 0 keys and he can just open the door freely. whats wrong?
@Izlom i dont know but this mod work fine, need skills, electricity, inside with duplicate machine, need key, need hands tools of this mod ....
pour les niveaux en menuiserie et travail des métaux ils est vrais que cela n'est pas indiqué dans les descriptions de craft car ils peuvent être variables, on peut les voir sur les options "occupation serrurier" en contexte menu sur les portes ou les véhicules.
De plus j'ai un petit soucis d'affichage, je ne sais pas s'il est possible d'y remedier ou pas.
Screenshot [i.imgur.com]
Joli travail en tout cas.
"Next time it would be a good idea to throw some suggestions of fixing it towards the people bringing you reports. "
Generally it's a good idea to make people work on the report, and possibly suggest an edit instead of blindly hoping you will fix everything for them. That's why I like to have a specific format of "bug report" in description, at least with screenshots/modlist + sometimes a save to go with it.
But people don't follow it most of the time anyway, so it's not that useful :D.
update: support for custom sandbox values is fixed
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