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Rapportera problem med översättningen
When I have both mods active on my save and read Strength and/or Fitness, the bonus exp just disappear when I gain any exp.
Of course I'm playing build 41, since there's no build 42 version yet for this mod.
i could JUST be wrong though, i know nothing of the military or vets, just an assumption
A player on my server did read Strength 5-6, was able to gain 13k/30k XP, and then the multiplier disappeared.
Using inventory mods, the skillbook is still marked as read. Is the multiplier still effective in background? Does he need to force re-read the book? Or is it a known bug? I read the last 4 pages and saw no one talking about this.
It would be a perfect fit for this mod
For more information, you can refer to the discussion tab about book distribution.
The mod will not work retroactively for characters that are not Unemployed or Security Guard as far as I know. This is due to the fact that those particular occupations needed a check after logging, but doing so for all would drastically alter the performance of the code. If you are not one of these, you'd have to start over.
For items, loot distributions etc... You can continue with the same world but bare in mind only the containers that havent been generated (i.e. unexplored map) will be affected. All already generated/looted containers should remain vanilla
We cannot guarantee the compatibility with other mods, especially one that modifies the same systems as we do.
We advise to try it on a fresh save first and to backup your files before attempting it on your main game.
Thank you for your suggestions. We'll see what can be usefull in the next build of the game.
For Surgeon/pharmacist, the main idea behind this skill setup is to work hand in hand with other skills those occupations have. The doctor has short blade skills that can be beneficial as a surgeon and as a more home-oriented character. The Nurse is light footed, which is beneficial when foraging. The aim of this mod is not to remake the occupations entirely, but to make them stand out from each other while balancing them globally.
Keep in mind there is also the feasibility of each modification and their implementation in the game with minimal bug potential that has to be taken into account. All in all thanks for the suggestions.
Cheers.
Pharmacist is a powerful trait, Surgeon is a useless trait in later game.
Perhaps a Surgeon will be a common trait in a Medical Worker.
Doctor can also be a Pharmacist.
Nurses have the ability to soothe the minds of those around them, and no a Pharmacist.
When the nurse sits down, she slowly lowers her panic, stress, and anger until it disappears.
Other characters can also slowly reduce their panic, stress, and anger while sitting around the seated nurse, but with minimum limits (similar to Fitness Instructor and Security Guard).
Fisherman
Increase the number of baitfish when harvesting nets?
Reduce the chance of damage to fishing nets?
Or shorten the fishing time?
Police Officer
The actual experience seems strong. Maybe gun parts can fix all guns but a little bit at a time might be more balanced.
Farmer or Chef (Must have a Cooking Pot)
Can use water + sugar + vinegar + potatoes to make vodka
Can use water + sugar + vinegar + tomato to make ketchup
Can use water + sugar + tomato to make tomato paste
Can use water + sugar + strawberries to make fruit jam
Can make salt ?
I re-checked our notes on the engineer, we initially intended this one to be more of a jack-of-all-trades in terms of potential development, by giving it an additional starting skill in metalworking.
We initially rated the exclusive ability to make bombs as a higher tier perk, as it can be very powerfull for hoard clearing. Although the "point price" could be tuned. However, it is still a cheap occupation (+2 in mod versus -4 in vanilla) that can be altered with other traits easily.
Regardless of this information, adding a few recipes to ease the production of basic vanilla chemicals should not weight too strongly in the system that we use so it is possible to make this occupation shine just a little bit more.
As said before on this feed, the next build will likely make us revamp the system so it is likely that such changes only occur during this time. Bu thanks for the ideas, we'll surely use what we can use to make those occupations more standalone.
Electrician:
Visible Generator Range
Workshop ID: 2972289937
Mod ID: GenRange
Generator Time Remaining
Workshop ID: 2883397918
Mod ID: GeneratorTimeRemaining
Mechanic:
Easy Lightbar Repair
Workshop ID: 2582648054
Mod ID: EasyLightbarRepair
Easy Heater Repair
Workshop ID: 2602450182
Mod ID: EasyHeaterRepair
Glovebox Repair
Workshop ID: 2812770464
Mod ID: bmacGloveboxRepair
Thank you for your inspiring message!
A lot of these are quite good ideas and we may take a look into it. We definitely would benefit from an extension of all those special perks, although we have to weight the true benefit of each of these before implementing anything.
For some others there are reasons for it, like lumberjacks 59% speed which is a vanilla perk that we did not changed. Same for the engineer which already had specific features on vanilla setting.
Thanks again for the ideas submission.
Professional Slacker does not appear to be displayed as a separate Trait.
2. Police Officer
The description could be changed to "Firearm parts can repair weapons that use shotgun or pistol bullets".
3. Construction Worker
Maybe get the positive effect of faster building or dismantling? (similar to Burger Flipper).
4. Carpenter
Perhaps the ability to synthesize unusable wood and branches into wood-based panels? (as a plank).
5. Farmer
Maybe the ability to make jars instead of just jar lids?
6. Doctor
The Trait's name is incorrectly referred to as Pharmacist.
7. Lumberjack
Walk through trees at 60% speed instead of 59%?
8. Electrician
Perhaps the ability to view the generator's operating range and remaining time?
9. Engineer
Maybe get a recipe for some chemicals? (like glue and wood glue, soap and detergent, etc.)
10. Mechanic
Perhaps the ability to repair lightbars and heaters in vehicles?
Hi, it was asked before indeed but dont be sorry. Answering old questions keep the feed alive too.
You should be able to salvage any weapon, but you should only be able to repair guns that rely on shells or handgun ammo. We tried sorting by ammo type to improve compatibility. So this should work with any gun mod including Brita's, as long as they dont mess too much with those ammo types.
You can refer to the 6th feb 2022 update for details
We cannot guarantee any compatibility with other trait/occupation related mods.
We do know that some people use some of the mods you mentioned with ours, but we d not have a clear feedback on compatibility and long lasting stability.
I'd advise you to try on a fresh save first before trying on your main save.