Due to IRL issues with the developer of DSMS (the software we all use) they will probably be unable to update DSMS to make regulation mods work with newer versions past this one for the forseeable future.
This means unless there is a solution found, for now you should NOT UPDATE the game past 1.06.1 and make sure you have automatic updates turned off on steam.
that also means DONT start the game through steam. use ModEngine, and just run the batch file.
otherwise you will irreversibly not be able to use regulation mods until DSMS gets an update. (we dont know right now when or if it will happen at all...) this also applies to most other mods considering they also almost always come with a regulation file.
If they announce new parts (probably not), hold back on that we might also be able to retrofit them into the older versions. for now say goodbye to your repetitive pvp matches if you want anything to do with mods :)
I really enjoy it overall. The only problem is that both Turner and Scudder are just garbage - they fire way too slowly for how little damage they do. One Ludlow will have better dps than two Turners. Also RansetsuRF is kinda broken against bosses, that 15 round burst is press a button for a free S every boss fight.
I'm gonna be honest, I feel like the repair kits should have been left alone with this mod, mainly cause in the bosses department some of them have attacks that DEVOUR your AP in single strikes, making repair kits a must have
To be honest, this mod started out with removing the repair kits. so you can kind of see it as the core feature. if you want repair kits i must say maybe another rebalance mod is better suited for you. I personally wanted the repair kits gone becuase the game is too easy without them. so, in short, just don't get hit. your AC is much more nimble now.
Mod looks really interesting I was wondering what weapons were changed and how? I found the Zimmermans change where it seems to be a stagger cannon with slow reload and stuff. But wasn't sure about the other ones.
Also not sure if you noticed but Smithbox might allow updating the mods if anything happens.
EDIT: Looking through the params I did notice that some aren't updated to 1.06.1 values.
I also noticed that for Terminal Armour the values for coreExpansionEffect_Display, unkCoreExpansion0x44C and unkCoreExpansion0x450 are all 6700
But for pulse armour the values for coreExpansionEffect_Display and unkCoreExpansion0x44C are set at 3300 while the value for unkCoreExpansion0x450 is set at 470. And I was wondering why it was different. Is Pulse Armour meant to have 470 health? Or are the two values different? Like one is amount of damage it can block and the other the amount of stagger? I am not sure as unkCoreExpansion isn't exactly descriptive of what it does.
there is a huge amount of changes really, in the coming update too. the pulse armor is now more like primal armor. so it filters about 80% of the damage when its on but doesnt decay.
Yer I kinda figured that honestly is a really cool change. What I meant with my comment is that I noticed that pulse armour had 2 different values. One being 3300 and the other being 470.
But for Terminal Armour both of those values were the same. And when checking it against the vanilla regulation I noticed that the values for the pulse armour were the same. So I was wondering why one was 470 and the other 3300, as the display value is also 3300. So I was wondering what the 470 value did.
Unfortunate issue I ran into while testing the mod. Saw this page and loved the idea, so I went through the steps to get it working. And upon booting up AC6 with Modengine and starting a new playthru, it seemed to work great. But then whenever I tried going into the Paint or Assembly menus, trying to change anything would have the game completely freeze; all I could do was kill it with Task Manager. So it was essentially unplayable. Not sure if this was a modengine thing or related to the mod itself. I don't have any other mods installed so there was nothing for it to conflict with. I was playing the game with EAC disabled and offline. So... yeah. Not sure. If you want any other information that could be helpful, I'm happy to supply it.
okay good to know. seems like i have to test it. i havent had this kind of issue. i would suggest maybe not starting a new game with this but continuing your base save. it wont harm it.
Hello, I would like to ask for advice. I have strengthened the enemy as a whole, but now I find that I can increase the number of repair kits to achieve a balance. May I ask if you can teach me where to increase the frequency of numbness.
currently testing the new patch out, is it just me or did most of the changes not fully go through? the mech have vanilla properties, especially the walking speeds, and repair kits don't seem to work. ill check if its an issue from my end, as it could be the game is running in 1.06.1
the repair kits not working is a base feature of this mod. the robot stats are also back to the original ones on purpose to avoid creating some issues with overall feature bloat. it also created balance issues. mostly a reaction to fromsoft adding new parts.
The walking speed is also temporarily back to vanilla but i'll change it soon.
2.0 is a complete rewrite of the mod more focused on being cleaner and balanced. the trade in health is now offset with higher movement speed. you are overall more capable, so doing that AND raising the health was making the game too easy.
81 comments
Due to IRL issues with the developer of DSMS (the software we all use) they will probably be unable to update DSMS to make regulation mods work with newer versions past this one for the forseeable future.
This means unless there is a solution found, for now you should NOT UPDATE the game past 1.06.1 and make sure you have automatic updates turned off on steam.
that also means DONT start the game through steam. use ModEngine, and just run the batch file.
otherwise you will irreversibly not be able to use regulation mods until DSMS gets an update.
(we dont know right now when or if it will happen at all...)
this also applies to most other mods considering they also almost always come with a regulation file.
If they announce new parts (probably not), hold back on that we might also be able to retrofit them into the older versions.
for now say goodbye to your repetitive pvp matches if you want anything to do with mods :)
gl and have fun.
if you want repair kits i must say maybe another rebalance mod is better suited for you. I personally wanted the repair kits gone becuase the game is too easy without them. so, in short, just don't get hit. your AC is much more nimble now.
Also not sure if you noticed but Smithbox might allow updating the mods if anything happens.
EDIT: Looking through the params I did notice that some aren't updated to 1.06.1 values.
I also noticed that for Terminal Armour the values for coreExpansionEffect_Display, unkCoreExpansion0x44C and unkCoreExpansion0x450 are all 6700
But for pulse armour the values for coreExpansionEffect_Display and unkCoreExpansion0x44C are set at 3300 while the value for unkCoreExpansion0x450 is set at 470. And I was wondering why it was different. Is Pulse Armour meant to have 470 health? Or are the two values different? Like one is amount of damage it can block and the other the amount of stagger? I am not sure as unkCoreExpansion isn't exactly descriptive of what it does.
the pulse armor is now more like primal armor. so it filters about 80% of the damage when its on but doesnt decay.
But for Terminal Armour both of those values were the same. And when checking it against the vanilla regulation I noticed that the values for the pulse armour were the same. So I was wondering why one was 470 and the other 3300, as the display value is also 3300. So I was wondering what the 470 value did.
the robot stats are also back to the original ones on purpose to avoid creating some issues with overall feature bloat. it also created balance issues. mostly a reaction to fromsoft adding new parts.
The walking speed is also temporarily back to vanilla but i'll change it soon.
2.0 is a complete rewrite of the mod more focused on being cleaner and balanced. the trade in health is now offset with higher movement speed.
you are overall more capable, so doing that AND raising the health was making the game too easy.
EDIT : Forget my post :x