Yep.
I turned it down a notch though, from relativistic to hypersonic.
Well you canāt reach the speed of sound without making your vehicle explode from the slightest impact, so no big loss. Iāve tried. I wanted to see if reaching 761 MPH created a Sonic Boom.
Howās the acceleration? To me, acceleration is much more important than speed.
What does the Vortex Engine run on? Does it need a specific fuel?
Also, if the Vortex Generator just infinite electricity as long as its charged?
EDIT: Just tested it out. Turns out the game doesnāt simulate Sonic Booms, but does in fact simulate the wind speeds of supersonic speeds.
I suspect these errors are due to my disabling Ascension and PKās (PKās was frustrating me, getting much better at the core game but donāt think Iām ready for PKās yet) but keeping the Ascension version of Blazemod and Arcana. Moss relic is unknown and invalid recipe for lighter string. If thatās right is it possible that things specifically dependent on Ascension mod being enabled could be moved to that mod so I donāt have to keep separate copies of the other mods?
If thatās not possible without a great deal of effort I understand. And sorry if Iām wrong about the cause of the errors.
Edit: Huh. Unless updating didnāt replace Arcana and Blaze with the repository version it looks like those errors were caused by a recent update.
aāght first off
those things are dependencies
that means if you delete them the mod wonāt work at all
you either use the mods that come in ascension and use my versions or you wonāt be able to do jacksquat
second off:
It wouldnāt work in any other way
because json is a little bitch and I canāt ignore core files that are present in other mods simply by overriding them in another mod, I canāt really override the pk health effects or whatever else unless I made a copy of the file itself and overrode every single instance
So you either take the whole package or you donāt
On the launcher would the setting āDo not copy or move the save directoryā be useful at all in this? Iām not certain what it would do, or if itād be useful at all.
Same with ākeep a copy of the downloaded archiveā
Thereās a launcher? Huh.
I had no idea.
Yup, super useful if you want the most recent update but donāt wanna start all over. However Iām not certain how it would work with mods that arenāt already installed. Which is the cause of my question.
Hmm, put on the ascension mod, and it says an error that says
DEBUG: Load () Missing skill magic
It only pops up when I try and load the world and so far nothing seems to break or anything, I just want to mention it pops up. And yes, it is ONLY happens with your mod on.
Just noticed that the ātough zombieā skin seems to be broken by your mod too BTW, Iām using retrodays if that helps
Does this mod also include adding some different/new cars? Despite me having played a lot on this game, Iāve never seen a mobile meth lab before. That said, Iāve never gone super deep into the game before. In any case, it was right next to spawn with only the security system broken. When I saw that I was just like, "WHAT? Free working car!"
Also, should I worry about the pupal sac that is in the derelict barn right next to both the car and literally a tile away from the evac center?
Iām guessing this launcher thingy doesnāt play nice with non-mainline mods, which makes sense really.
about skill:magic, thatās arcana. See previous posts about how the mod needs the other mods to function. Every time you only run winning dda without even one of the dependency mods youāre literally trying to make a guy run without a pair of lungs and a couple of legs.
I feel like Iāve said this in five posts and the OP in good measure so Iām just gonna stop.
Donāt run my mod without the others mod enabled and specifically the versions that are specifically and literally shipped with the bundle
Thatās not what I was doing. I was turning off winning DDA and trying to run the copy of Blazemod and the copy of Arcana thatās packaged with winning DDA without it.
Theyāre codependent! One canāt run without the other, winning_dda is in itself a dependency of PK and arcana and more locations and blazemod because of its inter-mod files.
To solve all dependencies problems I edited all mods to have āASCENSIONā in their name to distinguish them from the originals and added a different ID to each one and donāt need to overwrite the old ones.
Given the fact that the mods are now named differently, this will effectively stop any possibility of actually using the wrong mods.
This breaks save compatibility.
'Twas fun while it lasted. Well, now to start a new worldā¦
Iām going to give this a try, but before I do I have two questions.
First, I usually like to add Cataclysm++ to any world that I play. Will this mod and its dependencies conflict with Cataclysm++ if I use them both?
Second, PKās Rebalance used to come with a patch called āPRM++ patchā, or ānoct-pk patchā, which consolidated creature spawn lists with that of Cataclsm++ so they would work better together. I noticed that said patch doesnāt appear in the version that is a dependency. I could take it from the folder in the original PKās Rebalance and drop into the mods list to use just like normal, requiring only a quick change in itās modinfo.json to correct the dependency to āPK_Rebalance_Aā, but will using the patch from the original version with Cataclysm++ create any conflict with the version of PKās Rebalance that is a dependency for Ascension?
The codependency wasnāt really clear to begin with. āCanāt run winning DDA without the files it depends onā was obvious of course, but āCanāt run the files it depends on without enabling itā doesnāt necessarily follow. Itās unfortunate the solution breaks savegames but I do think itās valuable for people to be able to switch between using Winning and NOT using Winning without having to either give up using other mods or fiddle around with downloading two different versions. Thanks.
When I was running Winning DDA I noticed no conflicts with Cataclysm++.
Wait, so do you specifically need to load the other mods too? I thought that someone said that if you load the Ascension mod, then the dependencies will automatically load with it if you have it in the folder. So now Iām totally confused, which do I do?
- Load ONLY ascension and the others will automatically get put on
- Load ascension along with the mentioned dependencies
Obviously this suggests that I had already put the new mods in the mod folder. But seriously, for someone who isnāt that great at folder this can be āmildlyā confusing
Any suggestion what I should do now with my world I had Ascension loaded onto? Iāve had the world for a while now and itād be a shame to throw it away.
Not install the new update and keep playing. The new update only changes it so the file names are different and fixes a few typos. Itās nothing worth losing a save game over. When you die or win then update.
If itās the world itself more than an active character keep using the world and the old version of the mod until thereās an update to Winning DDA that makes more sweeping changes than this.
My bad, I removed those because thinking they were outdated: I tried out the acid rain removal one and everything broke.
Just copypasting will work, Iāll actually re-add the mod folder inside PK (while taking the care to remove acid rain) right now.
@redxlaser15
Total overhaul, breaks save compatibility for older versions. Scrap old version, install new one. Or you could simply edit your modlist file and add an _A to the existing PK/arcana/blaze. That works.
Then again this is just a thing thatās made to make it easier for new people who havenāt downloaded it already, as @proxiehunter says this updateād just an overhaul, itās got nothing new in it except for the uncapitalization of āZombie megabear skullā.
@psyxypher
As I said to laser, either you scrap it or you edit the file manually or completely ignore it since itās only under-the-hood work that doesnāt change anything in the game.