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报告翻译问题






Enjoy!
Ork mechs HOOOO!
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OOOO, that *last* one sounds REALLY cool! If there was some way to get that to work, that would be AMAZING!! It could be demanding on the CPU for weaker systems, but it could be GLORIOUS if the A.I. could use it - and use it correctly - somehow.
(Part of that is actually something I might be able to take care of, but that would be a massive undertaking, so I don't know if it'd be reasonable. If Mod Options could help that, though... wow, that'd be incredible. :))
I plan to look into Mod Options at some point (soon, hopefully - keeping in mind all of the updates for various mods I have planned), so perhaps that is something I can entertain. We'll see. :)
Cheers!
For ModOptions, one would "set introduction date" "set chance to spawn rate" "enable YAW ammo switch" and "enable enemy use"
I think those would cover any issues players might have with your mod :)
Since this mod introduces individual projectiles, the original MG sound effect (a looped sound) has to work with individual shots from the weapon. Because of this, the loop is broken, and only sounds proper when fired with a weapon that loops (which is what the Precision Plasma MGs do when they burst: they play a very short loop).
Unfortunately, the mod you're using is using a looped sound, which is causing itself to be cut off due to how quickly these weapons fire/the firing pattern of these weapons. (...Although I could be wrong).
I wish this is something that I could fix, but it appears to be entirely up to the other mod to change how its sound for MGs work. :(
--
As for Mod Options, is there anything in particular you'd want out of it for this mod? I don't know what use it'd have here.
Thanks.
Also reach out to the legend (https://www.nexusmods.com/mechwarrior5mercenaries/users/120130693) for how to do modoptions?
If I ever learn how to incorporate mod options, I'll consider it.
Thanks.
Thank you very much for reporting back. I will be finishing my own testing shortly, and will update things once I'm done.
Thanks again. :)
Also, ammunition for all forms of MGs is just as common as any other ammo. (I am swimming in ammo after going to only a few hubs and buying what's there.) Don't try to buy mostly from systems that don't have black markets, or aren't industrial hubs as resources are greatly reduced if that is something that you're doing - although that's standard for normal gameplay.
Rebalanced and Expanded Weapons has its own versions of Machine Guns based on the vanilla MG, while this mod contains entirely different ones to compliment it; offering projectile-based creations (with much more variation and dynamism). Included weapons can be found within each mod's data sheets, and weapon overviews and explanations documents (both found in each mod's description section.)
For clarity - are the weapons in this mod contained in the larger “Re-balanced and Expanded Weapons” suite of mods?
It is a problem that I have been thinking about, but I am also glad that you brought to my attention. Unfortunately, I don't know how to use mod options, but I may learn how to use it one day. It's a difficult problem to find a solution for, regardless, although it may be as simple - and possibly as sad - as simply removing some weapons.
If you have - or if anyone else has - any other feedback to give on this issue (or any other issue, really), please let me know: I would like to make this/these mods as good as reasonably possible to allow more people to enjoy - and further enhance - this game.
Thanks for your comment.