linuxgurugamer Posted December 16, 2017 Author Share Posted December 16, 2017 On 12/15/2017 at 12:47 AM, AccidentalDisassembly said: Small issue with one of the patches in AtomicAge: in SpaceTuxIndustries\RecycledParts\AtomicAge\IntakeAtm.cfg, the patch that adds IntakeAtm to all parts isn't checking to see if the resource IntakeAtm is already present in the part. When other mods are installed that do the same thing, the result is a duplicate ModuleResourceIntake. I think this modified patch will avoid the problem (and also stop from defining the IntakeAtm resource if CRP is installed): RESOURCE_DEFINITION:NEEDS[!CommunityResourcePack] { name = IntakeAtm density = 0.005 unitCost = 0 hsp = 10 flowMode = ALL_VESSEL transfer = PUMP isTweakable = false } // This adds the modules to those parts which have both ModuleResourceIntake // and the resource IntakeAir // This is needed so the Nuclear jet Engine will work in atmospheres // which don't have oxygen // Parts affeced are any part which has an intake // This dupliates the existing Module and changes the new one with the IntakeAtm // values @PART[*]:HAS[@MODULE[ModuleResourceIntake],@RESOURCE[IntakeAir],!RESOURCE[IntakeAtm]]:NEEDS[!WarpPlugin|!GTI] { +MODULE[ModuleResourceIntake] { @resourceName = IntakeAtm @checkForOxygen = false } +RESOURCE[IntakeAir] { @name = IntakeAtm } } Will do , thanks Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 16, 2017 Author Share Posted December 16, 2017 New release, 0.1.2.5 Updated patch in AtomicAge to IntakeAtm being duplicated, thanks forum user @AccidentalDisassembly Quote Link to comment Share on other sites More sharing options...
Mecripp Posted December 16, 2017 Share Posted December 16, 2017 I like shiny things and if you do to and use TU Here is a patch to get most of this mod in I did leave out the mk2LightningCockpit,RSCapsuledyne and the 2mToroidFuOx just doesn't want to work or I am missing something I will get the rest I had them in put changed my mind some might not want them that shiny https://www.dropbox.com/s/s20obyhf6p2nthd/TexturesUnlimited_SpaceTuxIndustries_A.zip?dl=0 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 17, 2017 Author Share Posted December 17, 2017 5 hours ago, Mecripp said: I like shiny things and if you do to and use TU Here is a patch to get most of this mod in I did leave out the mk2LightningCockpit,RSCapsuledyne and the 2mToroidFuOx just doesn't want to work or I am missing something I will get the rest I had them in put changed my mind some might not want them that shiny https://www.dropbox.com/s/s20obyhf6p2nthd/TexturesUnlimited_SpaceTuxIndustries_A.zip?dl=0 I'll wait until you are done before adding it to the mod Quote Link to comment Share on other sites More sharing options...
Mecripp Posted December 17, 2017 Share Posted December 17, 2017 Here is a TU patch with all parts of this mod https://www.dropbox.com/s/s20obyhf6p2nthd/TexturesUnlimited_SpaceTuxIndustries_A.zip?dl=0 the 2mToroidFuOx tank don't want to work and i'm done trying to get it to work and on the Farscape how to you attach the MNZFARDrive ? I did take a little of the shiny out of the engines so they fit more with the rest of the parts Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 19, 2017 Author Share Posted December 19, 2017 On 12/17/2017 at 1:12 AM, Mecripp said: Here is a TU patch with all parts of this mod https://www.dropbox.com/s/s20obyhf6p2nthd/TexturesUnlimited_SpaceTuxIndustries_A.zip?dl=0 the 2mToroidFuOx tank don't want to work and i'm done trying to get it to work and on the Farscape how to you attach the MNZFARDrive ? I did take a little of the shiny out of the engines so they fit more with the rest of the parts I'll take a look at it, thanks. Will probably put it in as an optional patch Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 20, 2017 Author Share Posted December 20, 2017 On 12/19/2017 at 1:39 PM, linuxgurugamer said: I'll take a look at it, thanks. Will probably put it in as an optional patch Being added as optional patch with PatchManager Quote Link to comment Share on other sites More sharing options...
flart Posted December 21, 2017 Share Posted December 21, 2017 (edited) KER and MJ modules for KAL9000 and therefore changing some stats. Spoiler @PART[KAL9000] { @TechRequired = basicScience // node, where the first probe appears (Stayputnik). // MechJeb-part appears at the same tech-column @entryCost = 10000 @cost:NEEDS[!MechJeb2] = 600 // more than Stayputnik @cost:NEEDS[MechJeb2] = 1000 // more than MechJeb @description = A "stick it where you like it" command unit, prone to homicidal episodes, good to attach on secondary payloads or whatever you want to control. @description:NEEDS[KerbalEngineer] ^= :$:<br><br>Built-in Kerbal Engineering System aka KER tries to put it together.: @description:NEEDS[MechJeb2] ^= :$:<br>Built-in mechanical copy of Jeb's neural circuits aka MechJeb hates its personality.: @MODULE[ModuleCommand] { @RESOURCE[ElectricCharge] { @rate = 0.02777778 // Stayputnik consumption } } MODULE:NEEDS[KerbalEngineer] { name = FlightEngineerModule } MODULE:NEEDS[MechJeb2] { name = MechJebAR202 } MODULE:NEEDS[MechJeb2] { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = basicScience } // changed for KAL9000 MechJebModuleSmartASS { unlockTechs = basicScience } // changed for KAL9000 MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } } @PART[mumech_MJ2_AR202_features*]:NEEDS[MechJeb2] { +description ^= :$:<br><br>KAL9000 successfully intercepted these features, and upgraded its firmware.: } Is it possible to make KAL9000's SAS-levels updates through tech-progression alongside stock probes, using just MM ? UPD. using MM-guys help, I made description cleaner. TechRequired, entryCost, cost = 600, and rate replaces part's values completely, so you can move it to part.cfg Edited December 22, 2017 by flart Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 21, 2017 Author Share Posted December 21, 2017 5 hours ago, flart said: KER and MJ modules for KAL9000 and therefore changing some stats. Hide contents @PART[KAL9000] { @TechRequired = basicScience // node, where the first probe appears (Stayputnik). // MechJeb-part appears at the same tech-column @entryCost = 10000 @cost:NEEDS[!MechJeb2] = 600 // more than Stayputnik @cost:NEEDS[MechJeb2] = 1000 // more than MechJeb @description:NEEDS[!KerbalEngineer&!MechJeb2] = A "stick it where you like it" command unit, prone to homicidal episodes, good to attach on secondary payloads or whatever you want to control. No reaction wheel, sensitive to bad remarks about it's single red eye! @description:NEEDS[KerbalEngineer&!MechJeb2] = A "stick it where you like it" command unit, prone to homicidal episodes, good to attach on secondary payloads or whatever you want to control. No reaction wheel, sensitive to bad remarks about it's single red eye!<br><br>Built-in Kerbal Engineering System aka KER tries to put it together. @description:NEEDS[!KerbalEngineer&MechJeb2] = A "stick it where you like it" command unit, prone to homicidal episodes, good to attach on secondary payloads or whatever you want to control. No reaction wheel, sensitive to bad remarks about it's single red eye!<br><br>Built-in mechanical copy of Jeb's neural circuits aka MechJeb hates its personality. @description:NEEDS[KerbalEngineer&MechJeb2] = A "stick it where you like it" command unit, prone to homicidal episodes, good to attach on secondary payloads or whatever you want to control. No reaction wheel, sensitive to bad remarks about it's single red eye!<br><br>Built-in mechanical copy of Jeb's neural circuits aka MechJeb hates its personality.<br>Built-in Kerbal Engineering System aka KER tries to put it together. @MODULE[ModuleCommand] { @RESOURCE[ElectricCharge] { @rate = 0.02777778 // Stayputnik consumption } } MODULE:NEEDS[KerbalEngineer] { name = FlightEngineerModule } MODULE:NEEDS[MechJeb2] { name = MechJebAR202 } MODULE:NEEDS[MechJeb2] { name = MechJebCore MechJebLocalSettings { MechJebModuleCustomWindowEditor { unlockTechs = basicScience } // changed for KAL9000 MechJebModuleSmartASS { unlockTechs = basicScience } // changed for KAL9000 MechJebModuleManeuverPlanner { unlockTechs = advFlightControl } MechJebModuleNodeEditor { unlockTechs = advFlightControl } MechJebModuleTranslatron { unlockTechs = advFlightControl } MechJebModuleWarpHelper { unlockTechs = advFlightControl } MechJebModuleAttitudeAdjustment { unlockTechs = advFlightControl } MechJebModuleThrustWindow { unlockTechs = advFlightControl } MechJebModuleRCSBalancerWindow { unlockTechs = advFlightControl } MechJebModuleRoverWindow { unlockTechs = fieldScience } MechJebModuleAscentGuidance { unlockTechs = unmannedTech } MechJebModuleLandingGuidance { unlockTechs = unmannedTech } MechJebModuleSpaceplaneGuidance { unlockTechs = unmannedTech } MechJebModuleDockingGuidance { unlockTechs = advUnmanned } MechJebModuleRendezvousAutopilotWindow { unlockTechs = advUnmanned } MechJebModuleRendezvousGuidance { unlockTechs = advUnmanned } } } } @PART[mumech_MJ2_AR202_features*]:NEEDS[MechJeb2] { +description ^= :$:<br><br>KAL9000 successfully intercepted these features, and upgraded its firmware.: } Is it possible to make KAL9000 gets SAS-levels through tech-progression alongside stock probes, using just MM ? I've added this to the PatchManager directory, it will be available in the next release. I'm not sure about the SAS levels, I'll look into it Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 22, 2017 Author Share Posted December 22, 2017 New release, 0.1.3: Added optional patches: Add KER & Mechjeb to KAL9000 Add TexturesUnlimited patch thanks to @MeCripp Fixed typo in Farscape patch Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted December 23, 2017 Share Posted December 23, 2017 Any possibility that BahaD's critter crawler could be added to this collection? Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted December 24, 2017 Share Posted December 24, 2017 Please move the Farscape stuff WAAAAAY further out on the tech tree in CTT, tier 8+, if not farther for that overpowered drive. In career mode, they are sitting there in Basic Rocketry taunting me! All joking aside, its not actually that big of a deal because I'm using Janitor's Closet to hide them, but they need to be a lot farther out in the tree to fit them appropriately if they are to be available in anything other than a sandbox game. Perhaps put the command module in specializedCommandModultes, wings experimentalAerodynamics, misc other parts in the same tier, perhaps stash them in nanolathing. As for the Haitch drive - well, they are OP, so your guess is as good as mine. Tier 11? LOL Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 24, 2017 Author Share Posted December 24, 2017 On 12/22/2017 at 10:36 PM, shdwlrd said: Any possibility that BahaD's critter crawler could be added to this collection? Probably not, but send me a link and I’ll take a look. 15 minutes ago, Murdabenne said: Please move the Farscape stuff WAAAAAY further out on the tech tree in CTT, tier 8+, if not farther for that overpowered drive. In career mode, they are sitting there in Basic Rocketry taunting me! All joking aside, its not actually that big of a deal because I'm using Janitor's Closet to hide them, but they need to be a lot farther out in the tree to fit them appropriately if they are to be available in anything other than a sandbox game. Perhaps put the command module in specializedCommandModultes, wings experimentalAerodynamics, misc other parts in the same tier, perhaps stash them in nanolathing. As for the Haitch drive - well, they are OP, so your guess is as good as mine. Tier 11? LOL Do you thing you can write a patch? Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted December 24, 2017 Share Posted December 24, 2017 (edited) For permanent changes, require CTT than Might take me a bit to submit these as a PR, since I don't have git or GitHub set up on my computer anymore... Plus I don't have the actual tech node names handy, just going off the graphic CTT for the moment All files are in this tree: Kerbal Space Program\GameData\SpaceTuxIndustries\RecycledParts\Mike_NZ_Crafts\Farscape Spoiler Farscape.cfg Line 41 TechRequired = basicRocketry commandModules // for non this should be specializedCommandModules node DriveEngine.cfg Line 25 TechRequired = basicRocketry ionPropulsion // for CTT this should be advancedIonPropulsion node Engine.cfg Line 26 TechRequired = basicRocketry highPerformanceFuelSystems // for CTT this should be experimentalRocketry GearLH.cfg Line 29 TechRequired = basicRocketry nanolathing // stock tech tree and CTT are the same GearRH.cfgLine 29 TechRequired = basicRocketry nanolathing // stock tech tree and CTT are the same GearNose.cfgLine 29 TechRequired = basicRocketry nanolathing // stock tech tree and CTT are the same WingLH.cfg Line 18 TechRequired = basicRocketry experimentalAerodynamics // stock tech tree and CTT are the same WingRH.cfg Line 18 TechRequired = basicRocketry experimentalAerodynamics // stock tech tree and CTT are the same Maybe an MM script is what you are wanting? If so then this should work, maybe this lives in your patch manager addon? I guessed that the addon name is RecycledParts, if not please feel free to correct. Also a total guess at the actual CTT node names, I just went off the graphics (not at my usual computer, so doing this in notepad, bleah) // modify tech node for parts - basic rocketry is far too early // Note new MM can only have one from FOR AFTER FINAL, etc. so.. // with CTT, this needs to be after CTT and after Farscape so both the node and the part are there, thus using "FINAL" // or else no CTT and simply run after Farscape so the part is there, thus using "AFTER" // // Main ship body and cockpit // @PART[MNZFarscape]:NEEDS[RecycledParts]:NEEDS[!CommunityTechTree]:AFTER[RecycledParts] // Stock Tech Tree version { %TechRequired = commandModules } @PART[MNZFarscape]:NEEDS[RecycledParts]:NEEDS[CommunityTechTree]:FINAL // CTT version { %TechRequired = specializedCommandModules } // // Propulsion // // Farscape Drive @PART[MNZFARDrive]:NEEDS[RecycledParts]:NEEDS[!CommunityTechTree]:AFTER[RecycledParts] // Stock Tech Tree version { %TechRequired = ionPropulsion } @PART[MNZFARDrive]:NEEDS[RecycledParts]:NEEDS[CommunityTechTree]:FINAL // CTT version { %TechRequired = advancedIonPropulsion } // Farscape conventional engine @PART[MNZFARENG]:NEEDS[RecycledParts]:NEEDS[!CommunityTechTree]:AFTER[RecycledParts] // Stock Tech Tree version { %TechRequired = highPerformanceFuelSystems } @PART[MNZFARENG]:NEEDS[RecycledParts]:NEEDS[CommunityTechTree]:FINAL // CTT version { %TechRequired = experimentalRocketry } // // Wings // // Right @PART[MNZFarscapeWingRH]:NEEDS[RecycledParts]:AFTER[RecycledParts] // Stock node is for both with and w/o CTT { %TechRequired = experimentalAerodynamics } // Left @PART[MNZFarscapeWingLH]:NEEDS[RecycledParts]:AFTER[RecycledParts] // Stock node is for both with and w/o CTT { %TechRequired = experimentalAerodynamics } // // Wheels // // nose @PART[MNZFarscapeGearNose]:NEEDS[RecycledParts]:AFTER[RecycledParts] // Stock node is for both with and w/o CTT { %TechRequired = nanolathing } // right @PART[MNZFarscapeGearRH]:NEEDS[RecycledParts]:AFTER[RecycledParts] // Stock node is for bothwith and w/o CTT { %TechRequired = nanolathing } // left @PART[MNZFarscapeGearLH]:NEEDS[RecycledParts]:AFTER[RecycledParts] // Stock node is for both with and w/o CTT { %TechRequired = nanolathing } Edited December 24, 2017 by Murdabenne got rid of extra lines at the bottom Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 24, 2017 Author Share Posted December 24, 2017 (edited) 9 minutes ago, Murdabenne said: For permanent changes, require CTT than Might take me a bit to submit these as a PR, since I don't have git or GitHub set up on my computer anymore... Plus I don't have the actual tech node names handy, just going off the graphic CTT for the moment All files are in this tree: Kerbal Space Program\GameData\SpaceTuxIndustries\RecycledParts\Mike_NZ_Crafts\Farscape Reveal hidden contents Farscape.cfg Line 41 TechRequired = basicRocketry commandModules // for non this should be specializedCommandModules node DriveEngine.cfg Line 25 TechRequired = basicRocketry ionPropulsion // for CTT this should be advancedIonPropulsion node Engine.cfg Line 26 TechRequired = basicRocketry highPerformanceFuelSystems // for CTT this should be experimentalRocketry GearLH.cfg Line 29 TechRequired = basicRocketry nanolathing // stock tech tree and CTT are the same GearRH.cfgLine 29 TechRequired = basicRocketry nanolathing // stock tech tree and CTT are the same GearNose.cfgLine 29 TechRequired = basicRocketry nanolathing // stock tech tree and CTT are the same WingLH.cfg Line 18 TechRequired = basicRocketry experimentalAerodynamics // stock tech tree and CTT are the same WingRH.cfg Line 18 TechRequired = basicRocketry experimentalAerodynamics // stock tech tree and CTT are the same Maybe an MM script is what you are wanting? If so then this should work, maybe this lives in your patch manager addon? I guessed that the addon name is RecycledParts, if not please feel free to correct. Also a total guess at the actual CTT node names, I just went off the graphics (not at my usual computer, so doing this in notepad, bleah) // modify tech node for parts - basic rocketry is far too early // needs to be after CTT so the node is there and after Farscape so the part is there // or else no CTT and simply run after Farscape so the part is there. // // Main ship body and cockpit // @PART[MNZFarscape]:NEEDS[RecycledParts]:NEEDS[!CommunityTechTree]:AFTER[RecycledParts] // Stock Tech Tree version { %TechRequired = commandModules } @PART[MNZFarscape]:NEEDS[RecycledParts]:NEEDS[CommunityTechTree]:FINAL // CTT version { %TechRequired = specializedCommandModules } // // Propulsion // // Farscape Drive @PART[MNZFARDrive]:NEEDS[RecycledParts]:NEEDS[!CommunityTechTree]:AFTER[RecycledParts] // Stock Tech Tree version { %TechRequired = ionPropulsion } @PART[MNZFARDrive]:NEEDS[RecycledParts]:NEEDS[CommunityTechTree]:FINAL // CTT version { %TechRequired = advancedIonPropulsion } // Farscape conventional engine @PART[MNZFARENG]:NEEDS[RecycledParts]:NEEDS[!CommunityTechTree]:AFTER[RecycledParts] // Stock Tech Tree version { %TechRequired = highPerformanceFuelSystems } @PART[MNZFARENG]:NEEDS[RecycledParts]:NEEDS[CommunityTechTree]:FINAL // CTT version { %TechRequired = experimentalRocketry } // // Wings // // Right @PART[MNZFarscapeWingRH]:NEEDS[RecycledParts]:AFTER[RecycledParts] // both CTT and Stock { %TechRequired = experimentalAerodynamics } // Left @PART[MNZFarscapeWingLH]:NEEDS[RecycledParts]:AFTER[RecycledParts] // both CTT and Stock { %TechRequired = experimentalAerodynamics } // // Wheels // // nose @PART[MNZFarscapeGearNose]:NEEDS[RecycledParts]:AFTER[RecycledParts] // both CTT and Stock { %TechRequired = nanolathing } // right @PART[MNZFarscapeGearRH]:NEEDS[RecycledParts]:AFTER[RecycledParts] // both CTT and Stock { %TechRequired = nanolathing } // left @PART[MNZFarscapeGearLH]:NEEDS[RecycledParts]:AFTER[RecycledParts] // both CTT and Stock { %TechRequired = nanolathing } No need for a PR, this is good enough. I'll have to validate it, based on your comments, but thanks for the work. No need for the "NEEDS[RecycledParts]", though, since it will be included with the mod. And no need for the FINAL either. Edited December 24, 2017 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
Murdabenne Posted December 24, 2017 Share Posted December 24, 2017 (edited) No need for you to work on Christmas Eve, I'm not a Mr Scrooge type. If you want to wait until I get home this evening (out visiting most of the day), I can edit it and test it in between kitchen duties this evening (helping my wife prep for Christmas breakfast and dinner). Then I'll submit it as a proper PR - gives me a good excuse to get GitHub etc back on my main computer. FYI I wrote the MM to be valid as a stand alone, that's why I dirtied it up with all the qualifiers. changing the actual part configs to set them in the right place on the stock tree is probably the best route - and it makes most of the CTT MM disappear as well as simplifying greatly the parts that remain. Edited December 24, 2017 by Murdabenne Ninja'd in some clarifications Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 24, 2017 Author Share Posted December 24, 2017 1 minute ago, Murdabenne said: No need for you to work on Christmas Eve, I'm not a Mr Scrooge type. If you want to wait until I get home this evening (out visiting most of the day), I can edit it and test it while I'm helping my wife prep for Christmas breakfast and dinner, then submit it as a proper PR. I wrote the MM to be valid as a stand alone, that's why I dirtied it up with all the qualifiers. Oh, ok. Anyway, if you can do a PR, fine, but I may get it done sooner. Just check github before you start working, I don't want you doing needless work. Not sure if I have time right now, but I may later today Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 24, 2017 Author Share Posted December 24, 2017 Just tested it: Stock looks good CTT had 1 error, it is advIonPropulsion, not advancedIonPropulsion So no need for you to do anything, I have it working. I should be able to release this by tomorrow. Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted December 24, 2017 Share Posted December 24, 2017 5 hours ago, linuxgurugamer said: Probably not, but send me a link and I’ll take a look. My search failed to find anything about the critter crawler when I made the request. I search today and I find stuff, go figure. It looks like it's known to be broken and synthesis checked into the custom dll for it. It was found it needs to be redone. If you still want to take a look at it. Here is the most current link for the critter crawler I was able to find. https://www.curseforge.com/kerbal/ksp-mods/bdynamics/files Thanks. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 25, 2017 Author Share Posted December 25, 2017 18 hours ago, shdwlrd said: My search failed to find anything about the critter crawler when I made the request. I search today and I find stuff, go figure. It looks like it's known to be broken and synthesis checked into the custom dll for it. It was found it needs to be redone. If you still want to take a look at it. Here is the most current link for the critter crawler I was able to find. https://www.curseforge.com/kerbal/ksp-mods/bdynamics/files Thanks. Unfortunately, it uses the old ModuleWheel code, which was replaced. Would need a lot of work to redo. Quote Link to comment Share on other sites More sharing options...
shdwlrd Posted December 25, 2017 Share Posted December 25, 2017 5 hours ago, linuxgurugamer said: Unfortunately, it uses the old ModuleWheel code, which was replaced. Would need a lot of work to redo. Thanks for looking into it. With your catalog of 70+ mods you manage, I can understand if this one doesn't fall under your banner. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 25, 2017 Author Share Posted December 25, 2017 51 minutes ago, shdwlrd said: Thanks for looking into it. With your catalog of 70+ mods you manage, I can understand if this one doesn't fall under your banner. I've asked someone to help, it may still happen Quote Link to comment Share on other sites More sharing options...
TachyonGMZ Posted December 30, 2017 Share Posted December 30, 2017 The engine tweaks, enginetweaksfx and monoprop options in the hcv taurus partches are not working when I remove the disable at the end. Have you changed how it's supposed to be done? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted December 30, 2017 Author Share Posted December 30, 2017 5 hours ago, TachyonGMZ said: The engine tweaks, enginetweaksfx and monoprop options in the hcv taurus partches are not working when I remove the disable at the end. Have you changed how it's supposed to be done? Yes, you need to install PatchManager, and activate them through that mod Quote Link to comment Share on other sites More sharing options...
TachyonGMZ Posted December 30, 2017 Share Posted December 30, 2017 @linuxgurugamer Only Kal and farscape (I think that's it) have patches available with patch manager. Quote Link to comment Share on other sites More sharing options...
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