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Master file itself hasn't broken however.
-- on another note : Enenera has new SW mods, so there's always those
In addition, I do not approve of my user base being harassed to remove & uninstall my mods.
Let alone after I had left WC, to suddenly have it flip off my workshop.
So no, turning it off isn't good enough.
They can fuck themselves.
So not only would I suffer every single bug of WC, I'd suffer every single new 'build' of WC being exclusive which means possibly dozens of dependencies trying to kill each other, even if I removed the hostile code myself, a user just has to not notice 1 single instance of WC in their mod list, and mine gets deleted from the entire game.
So I would be constantly getting invisible errors in my user error reports, from possibly a single mod using WC of any kind just shutting mine down, flashing error code that doesn't exist, while concealing itself from crash logs.
Akin to if SE itself decided randomly one day, to uninstall other space games, lock them out, and hide that it did it one day.
This text & deletion is hidden from the Crash log, meaning when this thing breaks another mod it has concealed that it was the source of the problem.
So lets say I add any block with a Vanilla TypeID of say any Turret, any fixed-mount gun or a flare, that block is then instantly deleted & locked from the world automatically, and no new blueprints are allowed to have them either -- effectively stripping entire typeIDs from the game itself.
(Part 1)
I rather spend my time doing game development than fighting a script mod that got full of itself.
I got overworked, the other person I was working with to put it politically-politely, made me quite cross, so I burned out and I was the one handling the majority of it, to the tune of 99%
Then of course, WeaponCore itself decided to be turn into an absolute malware waste, so it died.
There's a server with a modernized rebirth of the Rebirth that has modern content based on this stuff, and Enenera has restarted in small-isolated parts their own from scratch work, providing things like a functional X-Wing kit and are working on a TIE.
Sadly they use weaponcore, but it is what it is.
I apparently missed a message from november
- The ISD & Carrack are under special permissions from CoreyLosses, past that, I do not mind user(s) updates & reworks, the only thing I ask is simply linking back to the original.
The scary notice above is as I was ordered to write one, and well I write them well. lol
So mechanically no as the file has neither.
NPCs were handled by Imperial Incursions.
Weapons were handled by the connected mods, most of which were built pre-wc, and converted to WC, prior to WC shagging itself.
That said the sounds and explosions and detail on this mod.... Amazing well done
The Voxel resources themselves.
Voxel Textures
The Starwars Components, Recipies for them
Component Blueprints, Resource Blueprints
Transparent Materials (Glass types)
Customized Particles used by the Project, for Explosions, Launches, Weapon trails
Some Audio' assets
Weather Assets for Planets
Tree \ Foliage Assets for Planets
NPC Character Models (Spiders currently)
Custom Gas IDs
Basically, Assets that can be accessed cross-mods, to cut down on duplicate assets across the project mods.
So it's incredibly hard to conflict'
Anyways all good now
It avoids modifying any vanilla IDs, and can't change core classes.
This is what it says:
Error
[ARMCO] Mining Guild Golan
[ARMCO] Gladiator II Star Frigate
[ARMCO] Gladiator II Star Frigate
[ARMCO] Mining Guild Golan
Its just a repeat of that, I dont know if this is an error on my end or just the game/mod doing it. Thanks for the help.
For NPCs; Install Light Incursions & Modular-Encounters-Spawner
Not sure why', I left it on that effect, assuming it would've been fixed by now, but looks like I need to swap it out for the time being.
I'll look into the Sith Pulse Cannons, there's a bit of a glitch with how Damage-over-time works.
Quite literally, No NPC was designed to field it.
I don't even have a dedicated missile carrier, in the NPCs', off the top of my head.
Not sure which NPCs in particular are in reference, Incursions uses MES'