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Повідомити про проблему з перекладом






In my FCS with NO mods loaded. The animals use the "animal" manufacturer and not Ancient. So I dunno why your are using "ancient"
Otherwise I would add information about not changing vanilla smithing to mod description. ;)
This is the mod file changelog, and there are tons of "INVALIDREF" weapon models that have no name and are in red text. I actually fixed the meitou issue by just reverting the changes that this mod made to the Cross Company.
Lastly because the weapons have been evened out so much it would be cool to see more of these weapons potentially on bandits which I have modded in my self at a very low percentage chance just to make things interesting and represent them scavenging.
I was thinking of getting into modding prefixes & suffixes to weapons and armors (Diablo-like) but this is just great, thank you.
So you gotta hunt/shop for these weapons. Can't make them at home.
It doesn't really require import. New spawns and shop refresh will eventually get these new models. However, those already spawned NPCs won't get the new models
Thus, Catun will make stronger blunt weapon. Edgewalkers will make stronger cut weapon. (Though Edgewalkers blunt weapons are lighter than Catun's)
Couple questions to make sure i get it :
- Does it mean by comparison a Catun n°9 can challenge and Edge Type 3 ? Different stats, but same strength bracket ?
- Did you add all this into the NPC gear table, shop table and the world loot table or is it exclusive to smithing ?
- Do each type come with their own blueprint or do you just get a random chance to produce each type on each completion ?
- Does it require a fresh import ?