Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I looked at the description you've sent and it was immediately strange to me that the radio would do this but other artefacts don't.
Then I checked the radio more closely and it was clear to me what happens pretty much instantly: The radio gives off an EMP.
There is currently a bug with NT Cybernetics Enhanced that causes the issue you've described when the player has the Cyberbrain implant. Being exposed to an EMP in that state causes Lua to go ham, you get lualess and eventually crash.
This is for the author of NTCE to fix, who has been informed by heelge. I don't think there has been a response yet though.
A community member has also created a patched version which you can find in the comments of NTCE, but I have not checked that yet, so you might want to exercise caution.
A workaround for now would be to simply remove the Cyberbrain implants of all crew members and keep them in storage until this is fixed officially.
Hey, I've just read your reply. Thank you for your time. I'm sharing my modlist file and .txt with the scenario description (lost save file due to the host being unreachable at the moment).
https://filebin.net/lqqmxwsrh1nyce60
P.S. All what happend may be neurotrauma's fault
It does work, however not on all of them. There are ten artefacts that are tagged to work with the talent.
@Cloaker
No. The appeal of this mod is the mystery it surrounds itself in.
Is that strange noise going to be a minor inconvenience or a horrible death? Is it going to result in a strong weapon or a mushy brain? Unforeseen riches or embrace of the abyss?
All that is for you to find out.
But if you want to spoil the fun, you can always check the mod files.
Does Artefact Refinery benefit from medics perk that doubles materials from deconstruction of artefacts?
Nothing in this mod has anything to do with clowns.
You need anomalous protection suit. Be ware it cost one Physorcium
i love partaking in indescribable horrors beyond my comprehension! thanks for making this sub-mod, ruins weren't scary enough beforehand.