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报告翻译问题






but now for a not "bug"-related question: is it (easily)pssible to switch the order of the LBE-items?
Now its (top to bottom) Base-> Leg-> Leg-> Vest-> Backpack
I´d like to switch to: Base -> Vest -> Leg -> Leg -> Backpack
Everything seemed to be fine up until the past few days.
and for everyone have problems: Restart the game after activating the mod
The mod is not in active development at the moment and still has some rough edges.
Basic Crafting Economy just got the first compatibility update for RTGII:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3029515818
I've just started my 2nd campaign, hard, and with added difficulty mutators. With this and a few other mods. I'm finding the play-style much more carefully considered. Encounters can really go one way or another based entirely on how well I've planned, and what resources I can scrounge together, or hold onto from sector to sector. Quite thrilling!
I hope you keep working on these projects. You have good ideas.
cool mod btw getting 1.13 vibes
Thnx in advance
:-)
Thanks for the kind reply.
Well, the thing is, as few other people have reported before in the comment section, when I move my stuff in the inventory page, it disappears and I have to get out the page and re-open it to see the change.
And, my character's outfit and gun slots looks the same as before I installed this mod, unlike the screenshot above. I've had too many mods that I just decided to delete the whole game and re-install it in different hard-drive. I didn't delete any other mods but they were not activated after the clean reinstall. I only activated the revised gear and mags and started the new campaign but the same result.
I hope you are having a good day.
Example:
function OnMsg.ClassesGenerate()
Pistol.PocketL_amount = 1
Pistol.PistolHolster_amount = 1
Revolver.PocketL_amount = 1
Revolver.PistolHolster_amount = 1
Knife.KnifeSheath_amount = 1
Knife.PocketL_amount = 3
Knife_Sharpened.KnifeSheath_amount = 1
Knife_Sharpened.PocketL_amount = 3
But for other mods/compabiloty mods you want to use Msg("RevisedSlotConfigAddedToItemProperties")
So function OnMsg.RevisedSlotConfigAddedToItemProperties()
Look at SETUP_SlotConfig.lua
I am using BCE basic crafting mod (without bce guns part for compatibility reasons). There are lot of new items like food, drugs etc. I was also looking at the code as Crazedweevil and wanted to add these items to the pockets because they don't fit anywhere but the basic two backpack slots. But without luck. I also thought there is a list somewhere. How to add new items from a mod to specific slots from your mod?
Carabiner - A carabiner for adding extra storage
FirstAidKit (the small one)
GasMask
NightVisionGoggles
All kinds of helmets
So not much can fit there. If you think about anything else that should fit on a carabiner let us know ;)
Hi guys,
I'm sorry, but I've not found, what the penalty gives Overweight?
And one more question: I can find weight items from your Gear tactics II and Magazine II modes, but could you advise where I can find weight of vanilla items?