Might need to add it to weapon smith 3 func.
[Edit] Nope, literally just that. Also, the level can be 81, so stats don't change too much.
Search found 328 matches
- Fri Aug 31, 2018 11:07 pm
- Forum: Modding
- Topic: Trying to smith Edge tier 3 ends up rusted?
- Replies: 17
- Views: 5990
- Fri Aug 31, 2018 2:04 pm
- Forum: Modding
- Topic: Trying to smith Edge tier 3 ends up rusted?
- Replies: 17
- Views: 5990
- Thu Aug 30, 2018 10:52 pm
- Forum: Modding
- Topic: Trying to smith Edge tier 3 ends up rusted?
- Replies: 17
- Views: 5990
Re: Trying to smith Edge tier 3 ends up rusted?
I meant add a model above edge 3.
Eg. duplicate the edge 3 model and call it the same, add it to homemade manufacturer and give it a level of 85. Never tried but pretty sure it's an applicable theory.
Eg. duplicate the edge 3 model and call it the same, add it to homemade manufacturer and give it a level of 85. Never tried but pretty sure it's an applicable theory.
- Wed Aug 29, 2018 9:47 pm
- Forum: Modding
- Topic: Trying to smith Edge tier 3 ends up rusted?
- Replies: 17
- Views: 5990
Re: Trying to smith Edge tier 3 ends up rusted?
You probably have no weapon model to crit on.
- Tue Aug 28, 2018 4:17 pm
- Forum: Modding
- Topic: Changed armor weight, not applicable in game?
- Replies: 2
- Views: 1873
Re: Changed armor weight, not applicable in game?
You are not wrong, we actually need a value to set the weight.
- Sat Aug 11, 2018 6:03 am
- Forum: Bug reports
- Topic: Hauling food job causing stealing
- Replies: 4
- Views: 1403
Re: Hauling food job causing stealing
So, after an import where I have characters inside thieves tower, some of their items white, like the game could't register fast enough their ownership. Not sure if somehow connected, but I'll make 2 in 1. Some items are still red, and after loading, hauling job causes stealing. Robobot7000 is the c...
- Fri Aug 10, 2018 3:49 pm
- Forum: Feature Requests
- Topic: More attack slots!
- Replies: 7
- Views: 3345
Re: More attack slots!
Remember that once you develop your characters, a little number of npc can still fight you, increasing the attack slots destroys even more the late game unbalance, imo. But there's no doubt 1 is kinda a strange number, that just extends fights time for seemingly no reasons. I use 2, to compensate th...
- Wed Aug 08, 2018 10:49 am
- Forum: Bug reports
- Topic: 0.98.46 Corrupted Mesh Crash [SOLVED]
- Replies: 5
- Views: 1112
Re: 0.98.46 Corrupted Mesh Crash
Try update to experimental, there's really no reason to stay on stable.
- Wed Aug 08, 2018 2:31 am
- Forum: General
- Topic: Suggestion For Tents
- Replies: 2
- Views: 2278
Re: Suggestion For Tents
Absolutely makes sense, a roll of 1x4-2x5 for a camping bed seems more reasonable and tents should be its own item crafts, like bedrolls.
- Wed Aug 08, 2018 2:18 am
- Forum: Bug reports
- Topic: 98.46 The Hub Wanderer Start
- Replies: 7
- Views: 1530
Re: 98.46 The Hub Wanderer Start
Well, I can confirm the gates bug, happened to me a good number of patches ago, but never happened again since and I can't reproduce it. The buildings not being ruined never happened. Maybe uploading a save would reveal some mystery.
- Tue Aug 07, 2018 4:48 am
- Forum: Modding
- Topic: Lost original DDS file
- Replies: 3
- Views: 1718
Re: Lost original DDS file
No idea if and how. I personally use a copy of the game folder to prevent that, and it's not always enough xd
- Wed Aug 01, 2018 10:12 pm
- Forum: Bug reports
- Topic: Unique recruited NPCs should not respawn on import
- Replies: 13
- Views: 3028
Re: Unique recruited NPCs should not respawn on import
Wrongly marked as fixed, or it was and now it's happening again, either way.
- Wed Aug 01, 2018 9:07 pm
- Forum: Gameplay
- Topic: Wandering from nest to nest?
- Replies: 2
- Views: 2216
Wandering from nest to nest?
Pretty sure this never happened before 98.38 (or even later patches, lost track), wandering trader now also targets nests, I think that AI should instead ignore/avoid nest type towns.
- Fri Jul 27, 2018 9:12 pm
- Forum: Bug reports
- Topic: hauling water
- Replies: 2
- Views: 783
Re: hauling water
Try to uncheck ditch items AI and set them to haul to the tank.
Do your characters have a job linked to a machine with full output maybe?
But yeah, we would like to have control on which farm grows and which doesn't when water is scarce.
Do your characters have a job linked to a machine with full output maybe?
But yeah, we would like to have control on which farm grows and which doesn't when water is scarce.
- Fri Jul 27, 2018 12:47 am
- Forum: Bug reports
- Topic: [0.98.38] Swimming while being followed
- Replies: 3
- Views: 2785
Re: [0.98.38] Swimming while being followed
I guess it is what it is then, thanks.
I messed with the formation but I found out it only changed after reloading a save (I thought it never worked till that very same day I posted), which is a bit inconvenient, but oh well, I will stick to the old habits.
I messed with the formation but I found out it only changed after reloading a save (I thought it never worked till that very same day I posted), which is a bit inconvenient, but oh well, I will stick to the old habits.
- Fri Jul 27, 2018 12:38 am
- Forum: Bug reports
- Topic: "Find Corpse" permanent job command broken.
- Replies: 9
- Views: 3654
Re: "Find Corpse" permanent job command broken.
I think he actually gave some useful, non obvious infos and he was trying to help, no need to be rude about his reply. Anyway.. we just gave you something to work on, mere possible sulutions, we are not the devs, we can only help that much. CTRL+SHIFT+F11 reloads the navmesh, usually helps with char...
- Wed Jul 25, 2018 2:33 am
- Forum: Bug reports
- Topic: Hauling food job causing stealing
- Replies: 4
- Views: 1403
Re: Hauling food job causing stealing
Still happening on 0.98.38.
[EDIT] Tried to reproduce since it wasn't related to food in this case but hailing wheatstraw to an automatic grain silo, but didn't work. I inadvertitely overwrited that save, I'll provide one if it happens again.
[EDIT] Tried to reproduce since it wasn't related to food in this case but hailing wheatstraw to an automatic grain silo, but didn't work. I inadvertitely overwrited that save, I'll provide one if it happens again.
- Tue Jul 24, 2018 9:15 pm
- Forum: Modding
- Topic: How to make custom storage boxes?
- Replies: 8
- Views: 4403
Re: How to make custom storage boxes?
No idea about that problem, sorry. Try restarting if nothing else.
- Tue Jul 24, 2018 8:00 pm
- Forum: Modding
- Topic: How to make custom storage boxes?
- Replies: 8
- Views: 4403
Re: How to make custom storage boxes?
Yeah, use nodes are used as a rough(I think) reference to where the characters will stand using that building, I don't know much more about them. If you are just duplicating an object (or using existent building parts) you don't have to worry tho, they are all already set.
- Tue Jul 24, 2018 7:35 pm
- Forum: Modding
- Topic: How to make custom storage boxes?
- Replies: 8
- Views: 4403
Re: How to make custom storage boxes?
Do you mean model a new container or just make a container that only accepts those books? For the second, you can quickly duplicate a storage, say a Strongbox for example, rename it, change its storage size height/width as your likings, change its functionality to "Resource storage", "...