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@Automa Tom An automatic solution probably is something I should look into several of my mods, thus far compatibility patches are done manually, these can be done my mod or others. If you're looking to quickly install a part ya can generally get away with just dev moding in the hediff to their appropriate bodypart.
@cyber foxvx Thats annoying, ya can also try changing the head using the vanilla game dev mode tool, I forget exactly what it is but there should be one to alter the head types.
@8thLegion My mistake, will note that for a future update (I still have yet to come back to my RW mods)
Any chance on adding support for brain implants from other mods?
Maybe some generic converter would be possible. (Something like searching for all items that cover "implant" and "brain" and add the recipe for them to make them Persona Mechanoid addaptable)
Like the bandwith enhancer brain implant mod.
I do also wonder if you'd consider making them able to accept bionic (or other parts in general, given mods for that stuff), since they're better than baseline. Makes wanting them around in the long run a lot harder when they're so restricted on how they can be improved.
@Aera Thats odd, maybe I missed something when setting up their operations, hopefully if it comes to installing a replacement and then swapping that works but that is definitely unintended.
The only thing that is really different off the top of my head is that persona mechs are worth more honor value when sold to the empire, but thats not really tied to titles.
It was pretty fun trying to come up with an arrangement that has so many scanner buildings that does not look too bad, alongside slipping in all the items from the mod around. Contrary to how it may look its not actually underground, I just used the dev mode option to refog with all the test pawns hiding inside.
One day I think I'll have that sorted but probably not soon its alot of busy work and not as pressing as addressing other things in updates, although it would be very nice.
They can also repair themselves without being a mechanitor but need to be capable of smithing and not downed.
Btw @hYPERION I had another crash when creating a new game, and choosing Mecanoid as xenotype, do you need hugslogs ?
@pikpik gamer Thank you, I do eventually hope to do a large update, potentially focusing on new upgrades but I doubt it will be too soon I am caught up with other activities and projects. However seeing as my first donation was even thanks to this mod I will eventually return to it no doubt at some point.
But for now I'm only really checking to see if any super major bugs are reported to do an emergency update if needed until then.
as for feedback can we please get modules to lower power consumption on pawns, or a least an extended battery?
[Persona Mechanoid Pawns 2] Patch operation Verse.PatchOperationFindMod(Save Our Ship 2) failed
file: D:\steam\steamapps\workshop\content\294100\3522497657\1.6\Patches\Patches.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1
one small problem that ive seen is that theyre affected by the sos2 space vacuum and get damaged by decompression and asphyxiation while other types of mechanoids arent is this intentional?
<item defName="PMP_PersonaEngram" stackLimit="1" />
https://gyazo.com/74fadcc34ca0ceb1e1a95106882c0f3f