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I won't be able to give long explanations due to the workshop comment limit but to put it briefly:
- the armor vest textures are only swapped if you have ve textures, it seemed more fitting to me but I can also revert that. it's really whatever
- composite armor is straight up busted. it competes with recon armor in terms of protection and can stop battle rifle rounds. with a hard armor system where shots either penetrate or they don't, the big armor buff more than makes up for its lesser hp. if you have access to traders, composite stuff is also cheaper to make despite being more advanced. I chose to remove them and buffed the armor values of flak jackets and armor vests a bit instead
- the leather thing, I'll take a look at.
still, thank you for your feedback! feel free to join the discord if you'd like to talk about the changes in detail
Looks like you forgot to buff plainlether when buffing various textiles (i consider cow lether to be at least as strong as human lether), I dont know why you swapped textures for CE armor soft and flak vests but it sent me for a loop i guess its just preference.
I understand why you removed composite vest and heavy composite gear, keeping more vanilla gear progression, but it would be nice to have them back (maybe locked behind their own tech)
Other than those nit picks i really like the changes. I really like ammo crafting changes, warcasket durability should be the deafult, and having shield belts that accualy do somthing fells great
Rationale: to ease up the loadout management in CE (mass/bulk/caliber/ammo type/...) compared to the vanilla game.(just equip one weapon).
Cheers!
https://imgur.com/a/y13gsFY
[Buffs 'n Nerfs for the Generic Ammo Experience - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/ThingDef[defName="Ammo_LaserChargePack"]/statBases"): Failed to find a node with the given xpath
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents
Source file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3304694092\1.5\Patches\Misc changes\Laser_charge_pack_rework.xml
Is it possible to use only this mode?
"[Buffs 'n Nerfs for the Generic Ammo Experience] Patch operation Verse.PatchOperationRemove(Defs/ThingDef[defName='Apparel_GasMask']/modExtensions/li[@Class='CombatExtended.ApparelHediffExtension']) failed"
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3304694092\1.5\Patches\Equipment tweaks\gas_mask_hediff_removal.xml
I was looking for something that changes how warcaskets work and the shield belt buff + shield bulk buff is also greatly appreciated.
the mod doesn't have any extra expanded materials integration, no
Also does it use Expanded Materials - Metals if enabled like I think CE used to?
I've had runs where it's been a while until I've been able to get them so I think this can make gunpowder weapons, especially the emplaced ones, really difficult to supply.
added two new recipes to salvage ammo from the common ammo types. these recipes aren't just static however, but using some code magic I was able to make it so you actually get the ingredients of the ammo you smelt. the formula is about three fourths of metals, all of propellants and half of most everything else.
I've removed the highroller mechanic from vwe frontier and also tweaked their costs while I was at it. they no longer cost gold and plasteel to make for one, also made a reason to use the derringer by making it super cheap. it's super weak, has awful armor penetration but at least now it's just steel and 1 component
enjoy lads
if that doesn't work, hit me up on discord and I'll try to sort things out
did you happen to have any intermediate pistol ammo in your loadouts before?
Soyuz caught this error. Please don't report this to the RocketMan team unless you're certain RocketMan caused this error. with error System.InvalidOperationException: Failed to find parent index in FishTable<Verse.Pawn, System.Int32> for key: 'System.Object', hashCode: '32', value: '0', count: '4', bucket array length: '16', total tailing entries count: '2', known chain of tails:
{ index: '12' key: 'System.Object', hashCode: '32', value: '0 (empty) }
Invalid count: 0, setting to 1. Job was HaulToInventory (Job_16270580) A = Thing_Steel1373532 B = (214, 0, 348) Giver = JobGiver_Work [workGiverDef: HaulToInventory]