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Link to the new version: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3522497657
Its pretty much done, but I'm largely holding it off to polish up some more assets while waiting on potentially more that may freshen up the look of persona mechs overall. I'd like to get out the day before the DLC / 1.6 but we will see.
Note that this rewrite removes the HAR requirement, and fixes alot of smaller issues like one @Soithnalem encountered, I will not be updating this version of the mod once it is out.
I just went through all of the comments and it seems nobody has mentioned the problem I have, so it may be my own fault or I skipped something, but I am not able to change my Persona Mechanoids' names or titles. Every attempt results in a message saying the entered name is invalid. Any idea on how to change/fix this?
Largely friendly, its a outlander faction and race mod.
@Poob Maybe in the future if I ever get around to moving the functionality of more serum stuff into something unique to them.
To affect it you can choose to either install the "Performance Cycler" upgrade to start making them need to rest for some buffs. Or you can install the "Topographical Array" which is exclusive between the "Performance Cycler" since it removes the "rest" need letting them travel the world map at night plus a minor buff instead.
Even in the freak case where there isnt a strider for some reason starting without a mechlink would make things tough but you're not inherently dead. Repair Self lets you patch up your own damage and you get a free recharger and a selection of power cells (You can get more of both from the mechanoid faction traders added by the mod too)
You would however struggle if you lose limbs and you wont be able to BUILD more persona mechs or install upgrades / replacement bodyparts without the help of a mechanitor. Still with all the perks in your favor its very much survivable.
If for some reason the exostrider is not present for you I'd recommend either editing the scenario to have a mechlink or just spawning one in if you're not interested in a sudden challenge run,
I just didnt want to add it as a requirement since the implementations are stand alone outside of depicting the same looking mechanoid. (Fun fact the faction colors are actually baked directly into the texture for the trader logi mechs alongside a variety of other hacky things.)
ive had Caravans show up from a friendly mechhive with Logistics mech's carrying cargo-
from this mod, not from the logi mechanoids mod-
are they also gestatable, or is the original logistics mechanoid mod still required?
mostly just asking out of curiosity,
and due to a comically bloated mod loadorder im trying to trim back a little xD
As for recharging, they recharge off bioelectric cells. Make sure you keep charged ones in stock they should treat it as essentially eating. If you added the mod mid-playthrough make sure to allow them in their food restrictions. Empty cells that they leave behind after can be recharged at an a new recharger building.
As for them sleeping on caravans, use the Topographical Array upgrade to let them travel at night. The "Almost There!" mod can also work.