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You could always make a Version of these Shockvermin that fire more like muskets? The animation they use is already perfect, just increase their range and ammo, while making the projectile into anormal bullet!
It's something I've given thought to before. The main issue comes in the form of animations. The skaven don't have an animation set for pistols/swords, and I'm not the person to ask for custom animation work. I could make a unit function like a hybrid sword/pistol infantry, and have models with swords and guns, but they wouldn't move right (the closest thing to functionality would be using night runner anims and have sorta quick-draw shoot it, and its a bit of a stretch)
Ive seen both artwork and models of skaven with a flintlock that fires warpstone rounds, and it would be a neat new playstyle for the skaven considering how many factions have hybrid infantry!
I'll give it a lookover when I update my mods for Patch 5.0. sometime next week or the following ones.
Thank you for the response.
I didn't even know that was a problem.
I'll grab upgrade number 3 as soon as it's available and check on that too.
Since you're playing a skryre now, can you tell me if their upgrades in the forbidden workshop unlock correctly? I think that's been a problem with this mod and I've been meaning to go back and clean it up.
Not sure about the incompatibility with cut content ror, but I'll see if I can find anything. This mod hasn't been updated in some time, so it wouldn't shock (heh) me to think some tables are simply outdated causing the issue.
A fresh game with only that mod and the Red Guard RoR is just missing, if I load it with this mod then the Red Guard are still missing but the Shockvermin do indeed show up.
The regular Shockvermin appear as normal and work great by the way!
I'm playing as Clan Skryre and have a fair few mods.. something like 40 total at the moment for this campaign but I'm pretty sure this is where this conflict is at least.
There is another RoR unit "Red Guard" that appeared as available at rank 26 the same as the Shockvermin and is behaving the same (unpurchasable but present in the unit browser) but I'm trying to figure out which mod added them.
I intend to update this mod soon. I will look into it. Please elaborate on your situation. What faction are you playing? What other mods do you have installed?
The regular ones seem to be just fine though.
I believe it works nicely with it.
I started it, but it's sorta on the shelf at the moment. Not for any particular reason, I just haven't had the time to get at it. It's like 1/2 way there. I do intend on getting it done eventually. Thanks for the support though.
Gonna be honest. I don't see myself making an SFO submod for this or any of my other mods.
Not so concerned with other mod compatibility. The first 2 workshop items work at levels 1 & 2, but I'm unsure on the third. I frankly only tested it quickly.
Thank you for bringing this to my attention and getting me to actually fix this mod. I've been putting it off too long. Let me know how it works.
It's not. Its a complex problem in a complex mod that is among several complex things that need fixing. My time is limited and priorities are elsewhere. I fully intend to fix this when I can. At this point additionally, I'm waiting for patch 3.1, since there will likely be a large gap until the next patch after where the game will be at a stable point. The mod works for the 90% as is anyways, but yes, I know the workshop bug is annoying.