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Will have to load up in FCS and see next week
At the very least its playable and I havent encountered anything gamebreaking so far.
On another note: I found a "Fishing Port" on the Storm Gap Coast. There are people from the Deadcat Fishing Village running around (including Soman and Hobbs), but there is not a single building. I also found a ruin (old lab) south of Heft that was inaccessible since it had no ramp. It also didn't appear on my minimap.
I hope this feedback helps.
guess i dont need to bother with that then
RW is still being updated and has a very active creator. Its World States are more comprehensive.
Both are good, neither are bad.
I don’t think it would explode. It might fart a bit. Not sure as I haven’t done that combo in this mix.
@007 - I'd focus on using v3 for now, CATO v4 was a massive update
However, the CATO mod included here just had a massive new update so I do have to figure out either removing that entirely or linking to the old version, so stay tuned.
If not liking it can just remove that mod from your subscribed list
Also, there's now a poison gas effect in the area. (can't remember if these effects are in vanilla)
As for Diverse Thief Armor ... that's an odd one because opening it in the editor all it does is add clothing items into the possible spawn pool of clothing for certain Thief NPCs. Nothing really crashable and doesn't add/remove Thief NPCs themselves.
It only effects:
- Guild Plastic Surgeon
- Shinobi Trader
- Thief
- Thief Boss
- Thief Fence
- Wandering Assassin
But, it's definitely not any key mod to the overall experience so removing it is no sweat. It's actually one of the mods (among others) I was thinking of possibly removing eventually to try and streamline the mod list.
If you care for suggestions:
"Heightmap Fix" is another banger from Crunk (tho it comes with a setting ppl will have to flip in RE_Kenshi)
"KPM + Reduced Weather Effects + Reduced Particle Effects" is another solid one to replace Reduced Particle Effects (up to taste, but I found the red rain to still be kinda blinding with just RPE so this solves that)
Thanks again for all the hard work, putting a reliable modlist together like this and keeping it updated isn't easy but saves unbelievable amounts of time fiddling with things for the people using it.
BorderSlavers.mod
Fog_Mask_Variant.mod
Will have to load up in FCS and see what it touches vs rest of mod list
Could be something to look into in future
Anyway thanks again!
As for graphical mods I use most of the ones Scaraw made or recommends, which I believe Crunk indicates. Some of those are Nexus or directly update files in the game data vs show up as a mod.
I have been trimming down and adding a few mods over the past few weeks and will refresh the load order and mod list next week
Couple questions though, would adding Beastforge (and the world additions submod) conflict with anything? Also, what about the graphical/performance mods on the Nexus, the ones Crunk recommends in the description/instructions for their list?
I assume they'll be simple to slot in, put in their logical places based on the load order for both lists, but I figured I'd ask anyway