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Rapporter et oversættelsesproblem






https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3560207127
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3610926715&tscn=1764329326
I noticed that weapon sprite gets updated when installing new weapon modules, so you can actually see sight, underbarrel, etc.
BUT, it's only visible on sprite in pawn's hands. The weapon sprite shown in module installation/uninstallation menu never updates same way, just shows stock weapon sprite all the time.
Is it intended? I mean, if you can make sprite in pawn's hands to show all modules installed, then i guess it should be possible for menu sprite to be same too?
Otherwise it's an excellent mod, thank you for this.
Bolt Rifle Arsenal
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3004017891&searchtext=bolt
Ambition of the Cosmic [Continued]: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3379479793
Stellic Arsenal: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3386164757
I hope you also put it up on the description page that this is now CE Compatible.
Add Patch for Combat Extended Guns.
Add Patch for CeleTech Arsenal MKIII.
Update to weapon panel to show adicional info for modded weapons:
- Combat Extended
- Azzy's Weapon Library
- Ancot Library
The only thing that doesn't as integrated for now if CE is the underbarrels, but the must of they already using the projectiles and ammunitions from CE.
Sorry for the delay in responding, i was working in this update for CE.
I don't play with CE so if something need a rebalance or adjust please open a Discussions to talk about the changes, or if anyone make want make a balance patch be free.
The suggestion are added in my list to do.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3555662938
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3159926804&searchtext=OA
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3221155630
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2911110083&searchtext=combat+extant
- [SRC]Miho,Star Ring Corporation
- [RH2] Helldivers: Super Firearms
- Ion Weaponry
Add modules:
- Mystic Dust Launcher (Requires [SRC]Miho,Star Ring Corporation)
- Ion Charge ammo (Requires Ion Weaponry)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3223261922 (original)
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3532877485 (1.6 update)
Thanks for the report! The Milira-related modules (“Extend Energy magazine”, “Fast Recharge magazine”, “High-Capacitance Receiver”, and “Low Energy Receiver”) are functioning correctly — the issue is only visual.
Milira displays Energy Interval and Replenish Time by dividing values by 60, since those stats use ticks instead of seconds. This causes correct modifiers (e.g., 70%) to appear as very small numbers like “x1.2%”.
The actual effects in combat are intentional and correct. I’ll add the real intended values to the module descriptions in the next update until a proper display fix is implemented.
[Custom Weapons Expanded - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/RecipeDef[defName="CWF_UpgradeWeapon"]"): Failed to find a node with the given xpath
[End of stack trace]
Source file: E:\Steam\steamapps\workshop\content\294100\3560528949\Patches\Patch_CWF.xml
[Custom Weapons Expanded] Patch operation Verse.PatchOperationAdd(Defs/RecipeDef[defName="CWF_UpgradeWeapon"]) failed
file: E:\Steam\steamapps\workshop\content\294100\3560528949\Patches\Patch_CWF.xml
Milira's modules "Extend Energy magazine", "Fast Recharge magazine", "High-Capacitance Receiver", "Low Energy Receiver" have their unnaturaly small modifiers in description for "Energy Interval" and "Replenish time". Also values are a bit off.
Tested on Plasma Pistol, 30 seconds Replenish time and 1.33 seconds Energy Interval
For "Extend Energy magazine", it is x120% for Replenish time
For "Fast Recharge magazine", it is x70% for both Replenish time and Energy Interval
For "High-Capacitance Receiver", it is x30% for replenish time and x200% for interval
For "Low Energy Receiver", it is x50% for both
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3466214246
@Sir Muerte are you talking about the unique weapons? If so, CW doesn't support them yet.
The errors from the latest change notes from CW are fixed, please report if have something i don't seen.
GiTS Seburo Advanced Weapon Systems
Rim-Effect Renegade: Core
Rim-Effect Renegade: Asari and Reapers
Rim-Effect Renegade: Drell
Rim-Effect Renegade: N7
Rim-Effect Renegade: Extended Cut
Cerberus Faction
The Dead Man's Switch - Medium Caliber Multi-Purpose AutoCannon Program
HellDivers Weapon Pack
Add Support for ammo system from Azzy's Weapon Library.
@giosuepolato1 The 'Scorpion' weapon from 'Vanilla Expanded Classical', the way it works, you can install the parts, but when it changes to turret form, you will lose the installed parts, so I didn't make a Patch for it.
In CE can make work given that they make the weaponTraits for odissey work, but just the Mag size as working now, the reloading time is not working with weaponTraits, if i can find a method that make it work i will implement in this mod and make the changes to work fine with they ammo system.
The Azzy's Weapon Library have a Ammo system that is more simple and easy to implement but have less mods that use it.
But if anyone makes first i just reference they here in description.
Besides, aside from CE that functionality isn't really present in any mod in workshop, aside from an addon for Yayo's combat that you can "configure" manually to act somewhat-similarly.
I suspect other weapons with a fixed pattern (like beam graser) may suffer from having their burst shot count increased.