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I was on holiday and noticed it myself, but i assumed it was fixed when i got back
I guess not
I might bring it up with Swain if I have the issue as well
1. Although it may sound weird, C&O is meant to be a vanilla friendly mod from a system's perspective. We don't use any file that alters the game's system by any means(like custom missions), and most of the features actually come from M:PN itself. I believe the error you have is due to using other mods that alters mission, or have custom weapons...etc.
If you could share the mods you use in the bug report section, I'll gladly help.
2. C&O doesn't have any custom hirelings. So if you have problems with hirelings, it's definitely from an outer mod.
Any of the textures and models here because of NeoX's help.
At least 1/3 of the coding is done by Pykar (with tons of tests and advice)
Infernalthing did all the sound editing and adding, as well as giving the proper balancing ideas.
Bagmetti's animations are in-fact the foundations of a lot of these origins(especially the recent Standby origin).
And there are some good people who volunteered to help without question from the modding community. So I'd prefer calling C&O a team project than just mine.
For our final 20th origin, joins Alpha Standby .
A nimble gunner focused on flashy movesets and powerful firearms.
It has been quite a journey...and the mod has already went through 3 years since the first origin came out.
Many thanks for enjoying this weird, wild mod.
alters the games assembly to make some changes to the game, namely in arena mode
it will require a reinstall every game update but he’s pretty fast on those
Maybe, much like the no-anime add-on. There is eventually an add-on that allows us to enjoy this work more? It seems silly to put forward all this effort to cover it up with the red slow-moving bloodclouds and locking out the game's already existing gore system so that we can see the same red skeleton 1000 times.
{LINK REMOVED}https://ibb.co/RkVmkn8b
There is, which is erasing the "EffectConstant" completely.
Your C&O Json file should be on <C:\Steam\steamapps\workshop\content\488860\3288491230>
{
"Filename": "Heavy Bleed",
"Root": "Drugged",
"Description": "Carnivore really wants you dead.",
"Damage": 1.0,
"DamageTick": 30.0,
"Duration": 600.0,
"FlashColor": {
"r": 0.8117647,
"g": 0.0,
"b": 0.0156863,
"a": 1.0
},
"DamageType": "Slashing",
"Debuffs": [
"Bleeding"
],
"EffectDamage": "Particles_Gore",
"EffectConstant": "Effect_BloodSpray",
"AttachPart": "Body"
},
find this, and remove the <"EffectConstant": "Effect_BloodSpray"> line completely.
I played through (I think) all the origins too before deleting the origin mod thanks to the super fast arena mode mod and testing out other ones. My favorite was the Hateful Butcher because it just felt satisfying af to cleave through everything like it was nothing. I put all my points to strength (RIP encumbrance) and nothing stood in my way.
Thanks for making such a phenomenal mod! I'd say this one's the best origin mod of all that I've seen so far. Some argue for Quality of Quantity but you've got both of them down easy.
Keep up the amazing work, I hope you drop another origin mod in the future or something.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3467196185
It's super easy.
I'm hoping Fortress has some way for me to dash past though, as it seems like an interesting character to play. If not, I'll hold off on using that character.
Both the Fortress and Warden uses the 1.6 body size, which is the mazimum size of all doors in the Arena mode.
If you're stuck, you can either turn your character around 180 and wiggle through,
or use a snap dodge towards the stairs to force it.
And yes, Warden's initial dash speed buildup is close to a negative, so it is definitely designed to look like a walking set of rusted armor.
Our N500 only uses the custom texture, so it has nothing to do with the mesh itself. Maybe its a bug from.the game
I've tried blowing myself up and I just end up out of bounds. I've tried to ragdoll down the steps but I'd either teleport out of bounds or I'd teleport to the Club Advent area (which I can come back to the in bounds area) but I can't get past.
Also this isn't really a bug (or I don't think so, at least) but Warden's walk cycle feels really weird.
do you know whats causing that?
If you mean wand modding, Ice age functions differently with her magic accessibility. you can access new spells by interacting with the workbench instead of the usual portal.
Check Q&A please.
Sorry if the lack of info confused you.
I forgot to add certain traits/abilities of origins in the C&O guide.
The thing is, there's like 400~500 different gimmicks, tricks, unique gears and weaponry that I need to keep on track for all 19 origins...and recently our team were more focused on fixing bugs and problems while refining the overall performance of the mod itself.
C&O is a group project made possible due to the help of kind, talented friends...however the C&O Guide itself is totally a one-man job. It doesn't mean that I don't care, it's just that there's too much things I need to handle both here and there, eventually making some updates being neglected.
That said, if you wish to learn more about an origin that you're currently playing, I'll try my best to update that part of the guide as soon as possible. Including the traits.
Finally, we have ACTUALY new hairstyles for C&O!
Do not worry if your character suddenly became bald , just go to Skinner inside the HQ and get a new hairstyle(players who start from the beginning will have the hairs as default). You can still access your previous head texture by using the Loft mirror.
This was made possible by @NeoX & @LegendaryBox , so massive applause to them.
Also, thanks to @Lurk and his HD bundle mod, we were able to add fitting hats for these hairs as well. (Many thanks for sharing these and giving permission, Lurk
Well, a bunch of them. Check the update note for better information.
It's a killswitch for your zeds which can block your progress in Bus station missions.
I didnt change anything about the character's execution It is most likely that a different mod is altering the setting.
I miss having meatshields that can multiply.
It becomes very apparent they're fragile as hell if you play custom missions like Off-Track Blues. Having two corpus prevents enemies that have total execution immunity mow down your zeds in an instance.(the only reason zeds are strong is because they can do the instant execution...if they can't do that, they're just a soggy meatloaf with 5 health)
For now, I think using the syringe on story missions is the best option.
If one or more person agrees on your idea, I'll bring it down to one corpus.
Yeah...Virus has been a balancing nightmare because of that problem.
I can make the corpus number into one, but that's also gonna cut your zeds` usefulness by half. At least there's now the hormone syringe you start with which removes those zeds(ragdoll to remove the dot on yourself).
Did you unlock the required dash attack skill?
It's a vanilla effect, and yes the sound is meant to be like that.
Might sound weird at times, for sure.