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Yes, Your report noted me.
And I'm checking the problem from CE dev team.
The Mapping sifted is almost likely from CE update recently.
It messes up strippedhead texture layer.
Excuse me.
What kind of art you said?
I don't add any art picture in this patch.
I had mentioned in my comment that I double and now even triple-checked that the load order was correct AND used only the mods in that list and the issue persisted on my end even in quick dev test and in new game
I have tested my game. It works as intended in new game.
Screenshot
https://i.imgur.com/a5lKmZs.jpg
The CE internal patch lacks many equipment details for 1.5 version of official Kurin HAR.
I don't have 1.4 version of game save to test.
Let this patch load order after CE and I recommend start new game.
Don't use this patch for 1.4 version of save content.
All Kurin weapons on my end have two ammo types listed in it's name but always use the first one
i.e.
"Kurin sniper rifle (good) (5.56x45mm NATO) (7.62x51mm NATO)" uses only 5.56x45mm NATO
"Kurin carbine (excellent) (.45 ACP) (5.56x45mm NATO)" uses only .45 ACP
I double-checked the mod load order and tested with both my full mod list and only the five the issue persists in both cases. The kurin weapons are the only ones that get this doubling up of ammo types in the name.
CE now has an internal patch for Kurin HAR and it seems that the two are conflicting. This patch only appends the ammo type to the name of the gun, but the ammo type from the internal CE patch overwrites this one
For example, I see a comment in the xml for Kurin weapons in this mod that the SCAR-L CQB was used at the base for the Kurin carbine and thus uses 5.56NATO, yet in-game with the correct load order, the Kurin carbine uses .45 ACP
Yeah thanks for the reminder.
I worked on patching at low priority of speed.
And It is finally finished.
[Kurin HAR Edition CE Patch] Patch operation Verse.PatchOperationSequence(count=1, lastFailedOperation=Verse.PatchOperationFindMod(Kurin HAR Edition)) failed
However, actually going into DevTest and forcing raid of friendly and enemy Kurin, there aren't any errors; only the startup errors of "XML Duplicate" and "Patch operation failed". Still playable
Not yet.
Do you find any incompatible content from 1.4 to 1.5 with this patch?
It should be sold by Empire or kurin faction.
You can try some save-load exploit on trading to check.
Sorry for my late work.
Minor fix updated. Thank your feedback.
Other underwear still can be made without space tech in my test.
Testing picture: https://i.imgur.com/zdE5zS4.png
<KurinSpacerAssault> is my abandoned tag. NPC kurins don't follow pawnkind code rule occasionally.
I have to explain again which is Kurin NPC pawnkind equipments, background are messed up by random bug from Kurin main mod.
Kurin main mod author and me have tried fixing in vain.
And about the charge rifle, you want make elite troopers/soldiers only use charge rifles instead of normal industrial ones, so you want to add a tag to the weapon and make the pawnkind specify to it right? Then what about ignore the weaponTag part in makeGunCECompatible operation (that part is not necessary to the operation), and use "Replace" to replace the original weaponTag to both <CE_AI_Rifle> and <KurinSpacerAssault>?
Thank your feedback.
I fixed mistakes about first and second ones.
Third one, the reason I added "@Name="Kurin_UnderwearBase" is duplicated water fox thingdef in Kurin main mod file. I have to specify the def.
Last one, I have disabled weaponTag of Kurin charge rifle by <!-- code before your feedback.
It was supposed to elite kurin NPC pawnkind weapon. But I found kurin NPC pawnkind equipments, background are messed up by random bug from Kurin main mod. It is pointless without kurin NPC pawnkind bugs fixed.
first is the Heat armor of kurin goggle have wrong xpath to blunt armor which results in duplicate heat armor,
second is in the middle armor, you better replace the whole <statBases> if you want to patch in multiple stats, otherwise it would cause duplication (even the original value is 0, it's still a value),
third one is the patch of Onskin apparel, you may accidentally add "@Name="Kurin_UnderwearBase"" to the recipe maker patch of water fox armor, which cause duplicated recipe maker on UnderWearBase,
and the last one, you put an extra weaponTag of Kurin charge rifle in Pawnkinds patch (KurinSpacerAssault), which also cause duplication, maybe add it with the node in weapon patch.
I tested new game and mini mods.
No problem found.
Testing picture: https://i.imgur.com/ZyEAYC9.png
My patch is made for this Kurin HAR race mod.
Link: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2326430787
This CE patch is not compatible with Kurin Deluxe mod.
May I check your mod list?
Kurin Gun Charge Rifle, Kurin Apparel Underwear, Kurin goggles, Kurin MiddleBaseTear2
Please confirm
Sorry. I cannot release NSFW things on steam.
You could search RJW by yourself.
Yes. The author who continuing Kurin base mod has researched this random occurring bug with me before this CE patch published.
This is complex bug which already exists years ago.
No one can figure out why this is happening.
Sorry about my technical limit on Kurin mod.
Is there any chance you could add a minimum limit to apparels spawned in the raid pawns? Some pawns are spawning without any apparels except underwears and backpacks. It would be great if kurins armies can become more powerful.