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That's due to a steam issue which has been ongoing for a while now causing it to download old mod files for some people. Sometimes it fixes itself after a while. However if it doesn't and you can't manage to get it to download properly by resubscribing or verifying the game integrity you can download a copy of my mods from the GitHub linked in the description.
It could also potentially be a load order issue. Maybe something else is messing with the vanometric power cells. Or maybe the config file isn't saving the changes for some reason.
Just to be sure but I assume you restarted the game, right? Because all settings require the game to be restarted before they take effect.
I changed power and battery to 1 and kept vanometric at 2, no change.
It works fine for me. I get the feeling this might be steam shenanigans with outdated files, you might want to grab a copy from the github.
Also when I double checked the patch just now I noticed it was bugged. Vanometric cells were actually getting the multiplier twice if you used both power generation multipliers together. So I've uploaded a fix.
It searches for exactly Shell to avoid picking up things it shouldn't. The render tool is in dev mode I don't remember the exact name but if you search for render in the dev commands it'll pop up.
Does your patch search for the string "Shell" as in exactly "Shell" or will it find it as part of a longer name as well? Would it pounce on "Extra_Shell"?
And what is the Render Tree tool? It is it part of the dev tools or is it a helper mod?
That's due to a steam issue which has been ongoing for a while now causing it to download old mod files for some people. Sometimes it fixes itself after a while. However if it doesn't and you can't manage to get it to download properly by resubscribing or verifying the game integrity you can download a copy of my mods from the GitHub linked in the description.
@Tinda
I checked the Tabard in game and all I can tell you is the VE team did something weird and code based for layer VFEC_OuterShell. The Tabard is locked to where it is, you can't move it above or below items with the Render tree tool. So there's no way for me to fix the issue of that item or similar items using it from showing up over hairstyles.
Why don't items you add to Headgear or Eyes show up? Again you confused drawOrder with Render Layer they are not the same. Don't ask me what the difference is I don't know. But I think drawOrder is the overarching order in which the engine draws things but again different to the actual Layer numbers themselves.
@Tinda
Why did Ludeon do their thing? I honestly have no idea. The issue with long hairstyles getting messed up due to rendering layers on the back was brought up to them but was hand waved as not an issue so it falls to modders to fix it.
You seem to be mistaken Apparel Layer drawOrder does not equal Render Layer. You can see the actual render layers by using the Render tool on a pawn in the game. This allows you to see the layer numbers themselves and make adjustments to see how things fit.
My mod searches for the text "Shell" on apparel and then adjusts the render layer to 51 which puts it I think below Hair but above Head. This approach works for all items without adjustments and works better than using shellRenderedBehindHead which some other mods used. That method as per my note creates a new bug for short hairstyles which is rendering the head over clothing.
I ran into an issue where the game says that the mod isnt for 1.6, but for 1.5 and 1.4 instead. But on the workshop page it says that its for 1.6.
I also took alook at the files, and there isnt any mention of 1.6 there.
Was the mod marked as 1.6 compatible on the workshop, but no internal changes were made. Or did Steam had a hickup and downloaded the wrong version for some bizarre reason
What is going on? How does this work?
The Headgear layer also seems similarly weird. VFEC_OuterShell with its render order of 500 should render above even headgear (400), but it doesn't. And why don't the textures show up if I add items with head coverage to other layers than headgear or eyes? I'm so confused.
These questions don't really concern your mod, but you seem to know what you're doing, so here's hoping you can answer.
Thanks for some great tweaks!
(sorry this got long, cutting into two parts)
Regarding the Render Hair Over Clothing option,
What exactly did Ludeon do to the shell layer? I've looked at your patch and the core defs and I am at a loss as to why it's so fukked?
It insists on rendering above everything including hats (unless your patch is enabled)? Why did they do this and how? Is it some hardcoded fukkery or why is it that something as hacky as this is the best solution people have been able come up with for over a year?
Also, I'm not sure I fully understand your patch either.
It works and everything, but shell is still rendering on top of other layers with a higher render order? (Is it possible to fix that?)
For instance, VFEC_OuterShell, added by Vannila Expanded Framework (render order 500), and used by Medieval 2 mantle, still gets shown underneath shell items from behind. Works great from all other angles.
and that's the wierd thing, a full cataphract set puts one at 98% vaccum resistance, so one won't survive?
but it should most certainly give the protection that this tweak adjusts for tox at least. x3 (as in it makes no sense to have that high vaccum protection and near none tox protection vanilla.)
That's a vanilla feature in Odyssey. Now try and explain why you can survive in a vacuum with cataphract armour but you'll die to toxic exposure without a mod.
or is that something someone might need to tweak in files?
Have a nice day though :3
The Vanilla Expanded mods don't add fishing traps when you have Odyssey. So simply disable that tweak.
Thank you for the earlier clarification! :D
I really need to sit down and make some patches for the Trees in general at some point. In the meantime I believe Tweaks Galore does it and there might be some standalone mod for.
That's due to ongoing steam issues. If it's not working for you then grab a copy from the github linked in the description.
@Sarelth
I think someone on discord was maintaining a list for what's included in the various tweak mods. You'd have to try asking on there.
Trying to figure out which tweak mods to use to get the right feel.
That's a vanilla feature in Odyssey. Now try and explain why you can survive in a vacuum with cataphract armour but you'll die to toxic exposure without a mod.
Yes, the patches from the individual mods are just copied to this one.
weird that it only happens to me with your mod
steam server must have a personal problem with you FSF xD
@Inglix
@oe, the Bad Wolf
That error should be fixed, I changed the patch to check before running.
Just to clarify my earlier post. I was saying those tweaks are now included in the mod Better Exploration Loot. So if you are using that mod you should disable those options in the tweaks collection to prevent conflicts.
I don't intend to add Better Exploration Loot to the tweaks pack as its much easier to manage as a standalone. It also does not have any mod settings currently. Although I was considering porting over the raid loot tweak. Also the quest loot tweak to add stuff like hypeerweave although that one would likely be optional.
Thanks for the update and the inclusion of the Better Exploration Loot into the mix! :D
Just out of curiosity, they don't include a config, is that right?
I was trying to look for it to no success.
https://gist.github.com/HugsLibRecordKeeper/fedd431d8bbde4183339d07f45db8103
[FSF] FrozenSnowFox Tweaks
- The following settings are now included in Better Exploration Loot. (Core) Encounter Map Ancient Dangers, (Core) Encounter Map Resources and (Ideology DLC) Better Mining Worksite Resources.