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For Flamer / Melta, I am currently testing at 1.6 environment with new code. If it works, I'll try to apply the same to 1.5 as well.
The Security Door (AS) is a purple missing texture, I assume this is because I don't have Anomaly enabled which is where it comes from? Shouldn't it need the Security Door research from Anomaly to make it?
I've got all the requirements and researched all the techs in game, I have all the materials, skills to craft and the ability to build the bench but if I add bills they never get worked on and the only forced option says "No power armors to color".
I'm on 1.5 and startup debug has no errors for mim mods. So I'm not sure what it could be.
Official Devs in Discord says there's no changes in unstable about memory management, but unfortunately, during this one week memory usage of 1.6 significantly increased. I'll try to strip as many items as possible, but I don't think you can play this mod at the day 1 of 1.6.
The Celestian Sacresant problem with its power pack is the only issue remaining.
I've resubbed to MIM - WH40k Core, MIM - WH40k Order of Our Martyred Lady, and this mod (MIM - WH40k Adepta Sororitas Core), but unfortunately no change, either on an existing save or new colony.
I also tried resubbing to MIM - WH40k Weapons and Combat Extended just in case, no change.
I do get a lot of errors in the log on startup, but they're all related to CE not being able to patch your weapons (I guess because of the latest release of CE forcing everyone to recompile their mods against it so a bunch of mods' weapons are broken) but I don't think it's related to this issue. Example error just in case:
Could not resolve cross-reference: No Verse.ThingDef named EMWH_Bullet_BoltStd found to give to Verse.VerbProperties VerbProperties(standard bolt)
1 - Celestian Sacresant Power Armour can't be used with it's own backpack - the backpack shows the error that it's only compatible with terminator armour or equivalent when right-clicking to force equip.
2 - I'm using CE (thanks very much for supporting it) and the backpacks and other equipment boost carry capacity, but not carry weight or bulk capacity, so they're impossible to equip properly for pawns unless you use bionics or apply a scenario multiplier to carry weight and bulk capacity from CE. Would it be possible to have the backpacks etc. also boost these values?
https://pastebin.com/Xzi0y9GC
Can be easily replicated by choosing the scenario provided in either the Martyred Lady or Bloody Roses chapter packs.
Error does not occur when not using CE or scenarios from other mods in your series (tried Salamanders and it worked fine).
No other mods are installed except CE and all the necessary Core mods in your series to make them work.
Drop pods seem to spawn on the map as their shadows become visible but they never actually fall and then the log get spammed with the above error every tick.
small council to regulate this soucis invert the value of bulk and worn bulk or withdraw the obligation to have the tack to carry the bag. Of course this issue is not limited to the sister but to all your armour mods.
Espicially since Statue does not display Weapons
And presto.
Sadly I have no Sisters yet to stand next to him.
I was also thinking of other mods thats contain said assets :)
on the other hand, I guess any correctly dressed pawn will do.
But as per a statue, I'll consider them with some background to explain how could it be possibly found them on 5k universe, not 40k LOL
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3102678787
I just thought if we put a pawn, preferrable a Primarch in a nice Power Armor, give him the right Haircut
and use this mod to create a statue of him
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1539031321
we have a nice approximation at least in the beginning.
for the statues I would think Lillies, Roses and Skulls for starters