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Question: Though I doubt it will, if I install this mod with the mod I'm currently using (Arsenal Overhaul with AtmosFEAR and Absolute Nature), will it break my game or otherwise conflict in a terrible/hilarious way?
How about with Complete?
Is this mod compatible with Arsenal Overhaul?
Is this mod compatible with OWR?
Thanks for your help. I'll go and get started on the forums. Do you know the name of the fellow I should be looking for in particular?
I know, I'm asking how to go about integrating them. I don't expect it to be easy or fast, but I want to do it right instead of jumping in blind. Would you mind giving me a few pointers on what I need to do?
Great. Thanks so much for all your help.
Oh, okay. That's fairly simple, just time consuming. As for the art and such, that's all under Gamedata, right?
You wouldn't happen to have a list of the entities I would need handy, would you? And what do you mean, merge by hand?
Well, I've got nothing but time at the moment. Would it be easier to move the planet types and artifacts/structures/encounters to the other mod? Doing it that way would keep me from having to do any rebalancing between races. What would I need to copy to do that?
Hey guys, great mod. Easily one of my favorites to play. I tried asking elsewhere with no answer, so now I'm hoping you can help me. I want to add the extra races from Maelstrom to this mod. Could someone give me a few pointers on how to do that?
Is there any way to combine this mod with the Enhanced 4X mod? What I want is basically the E4X gameplay with the races included here. I already tried laying one over the other. Is there a way to place these races into another mod? If so, how would I go about doing that?
Having a little trouble. There's no maps showing up in the game, and when I add my own, it crashes. I honestly have no idea what might be causing this. Can you help?
I'm not sure if this is a known issue or not, but occasionally fighters will spawn well outside the solar system. This causes fighters and frigates to leave the gravity well in pursuit. If this is a known issue, I apologize.
I rather enjoy the threat that the pirates provide. Just wasn't expecting them to be that powerful out of the gate.
Are the pirates supposed to be so overpowered? Usually I can use them as an experience farm and a monotony breaker in the early game, and as a weapon later on. But they were able to wipe out my starfleet command and my home planet in the first wave.
What was the purpose of removing the cap ship limit? My curiosity won't let me get on with my day if I don't ask.
Thanks man, big help. I'll give it a shot as soon as I can. I love the mod, I just hate the constant deaths I have to suffer because of overpowered enemies that frequently attack in packs.
Though Fire_Wound_Immunity sounds like it would be decreasing the damage done if the number is increased. Not to look a gift horse in the mouth after asking for help, but could you explain how that works?
So you're telling me that I'm supposed to see them shrugging off 7.62x39 AP ammo too?
I guess this is really my own fault for going into it expecting a realism mod, but I have reached the frayed end of my sanity. Someone, anyone. PLEASE tell me how to lower the health of the enemy. They should not take 2 shotgun blasts at point blank and laugh while they kill me.
I'm having a lot of crashes when trying to collect a squad to go to Pripyat. Is this a common issue?
I don't think it's a conflict, because the problem was in place even when I only had this mod installed. I'll try reinstalling it to see if that helps.
Understandable, but the issue begins at around 5-10 meters(if that). Just wanted to alert you to a potential bug/see if you had a fix.
All of the weapons. I don't have any problems when I'm using a weapon, but when I'm being fired at over any sort of distance, there's no report. The only clue I have is that I'm being hurt or bullets landing around me.
Thanks. I've also noticed that weapons fire is completely silent at more than a few meters. Is that a known bug, or just something on my end?
I've noticed that something is preventing me from setting a global time modifier. I've been using a bullet time mod to try and replicate the effects of adrenaline in combat, but it randomly cuts out. Do you have a script in place to return SGTM to 1?
Fair mention that V10 prevents you from using alien weapons, due to a bug in the Max Ammo feature causing the max ammo of alien cells to be 0.
I tried playing with it for as long as I didn't starve to death. So far, I've not noticed any performance hits, except that one time I threw a grenade in Moriarty's saloon, and all the alcohol exploded at once. THAT was a massive framerate drag. Worth it though.
I also set my friend up with Reborn V9 so I could test it a bit more, and he hasn't had any problems at all so far. Been about 3 days.
Have you considered adding the Destruction mod to yours? I tried to add it seperately, but the data values in Destruction that make items breakable stem from the base game, and overwrite yours. Of course, this means that the replenishing effect for food and drink dissapears. Just seems like something that should be in a realism mod.
Is there any way to disable the dreadnaughts? I keep having the same problem: Even when I've been forced to drop the difficulty down to Easy, the enemy's ability to produce massive numbers of dreadnaughts without the same supply cost that standard capitals require always ends with me being overrun within 20-30 minutes of the game starting.