Мод Multi-Imp (создание нескольких наемников IMP) не соответствует последней версии игры. Вследствие чего моды завязанные на ваш мод не активируются. The Multi-Imp mod (creating multiple IMP mercenaries) does not match the latest version of the game. As a result, mods tied to your mod are not activated.
Thanks for the great mod. I installed all the required mods and it works now but when i built a new character in the nationality screen the list consists of the countries beginning with A to C, how do you see the rest of the list?
Thanks a lot. Allows to try other starting feats (I'm not a fan of the vanilla ones. They're too generic).
On the other hand, an IMP full team is overpowered and kind of kills the thrill). This mod is perfect to test things and roam the map with no sweat.
It took some time to figure out how to properly logout (aka : using the top right "disconnect" button) of the IMP page, year... I know, I'm blind. It did not stop me from creating add-imps, but there were some minor issues (like non-matching stats).
When using the mod properly, though, I noticed some issues anyway with some perks. Some really don't seem to work at all, wether they appear or not on the character sheet. Here is a short list of those that I noticed as non-functionning (I obviously did not try them all) : - The Barryy Hunger feat for example, won"t work. No added nades whatsoever - Same with the one that collects herbs apparently - Same with Livewire feat : no tagged ennemies (maybe it needs the tool/pda in the inventory to trigger properly)
IDK if it's some random bug that only occured to me, or something more spread out.
Why would it be OP? Can't see that and I tried some things with this mod. I doesn't let you create op IMPs, since the points that you can distribute are set by the game itself - you'd have to change that value manually.
There are only two real benefits, one being the fact that IMPs only cost money once and that you can create real specialists, but not enough to fill every role type at all, either you are using a money cheat too, or create additonal IMPs when further into the game.
Some Mercs are really OP, like Livewire, since you get the best mechanis AND enough wisdom to solve almost every situation possible.
I am using three IMPs: A real sniper and mule, plus a bomber guy who can snipe too and the third being the leader, having high leadership and is also able to sipe and use maschineguns and the reason for those three is being able to travel the fastest, don't have to fizzle with certain situations and to use Dr. Q as a medic from the start, plus said Livewire for everything else.
Thank you for the update. I have been using Make IMP Great Again, which allowed NPC perks and multiple IMP too. Your mod has more perks, but player is limited to two. While Make IMP Great Again has no such limits. Will you consider adding this in a future update? Thanks again.
PS I have restarted game many times. Tried superman gig, and super team gig, soon gave those up. But I still prefer a few perks (over two) for my mercenary. Since this is not a competitive game, how each player choose to play should not impact another player. To each their own.
someone made an addon for multi imp to do exactly this! i would like to keep multi-imp vanilla compatible in regards to the general character balancing :)
You don't have to take the other perks if you don't want to. Also, while this version will let you go up to 99 for stats (as opposed to vanilla's 85), it doesn't give you any more points. No maxed out perfect 100 in everything like the other mod does.
When it says you have to log out of the IMP website, they meant it literally. You can't just close the computer or go to another page. You have to click the "LOG OUT" button under the "Visitor Counter" for it to reset properly.
27 comments
The Multi-Imp mod (creating multiple IMP mercenaries) does not match the latest version of the game. As a result, mods tied to your mod are not activated.
Edit:
I was wrong, it really is a mod conflict. Testing further.
Edit 2:
The problem really was this mod:
https://www.nexusmods.com/jaggedalliance3/mods/7?tab=posts&BH=0
which is a shame, because it does look nice.
On the other hand, an IMP full team is overpowered and kind of kills the thrill). This mod is perfect to test things and roam the map with no sweat.
It took some time to figure out how to properly logout (aka : using the top right "disconnect" button) of the IMP page, year... I know, I'm blind.
It did not stop me from creating add-imps, but there were some minor issues (like non-matching stats).
When using the mod properly, though, I noticed some issues anyway with some perks. Some really don't seem to work at all, wether they appear or not on the character sheet. Here is a short list of those that I noticed as non-functionning (I obviously did not try them all) :
- The Barryy Hunger feat for example, won"t work. No added nades whatsoever
- Same with the one that collects herbs apparently
- Same with Livewire feat : no tagged ennemies (maybe it needs the tool/pda in the inventory to trigger properly)
IDK if it's some random bug that only occured to me, or something more spread out.
Can't see that and I tried some things with this mod.
I doesn't let you create op IMPs, since the points that you can distribute are set by the game itself - you'd have to change that value manually.
There are only two real benefits, one being the fact that IMPs only cost money once and that you can create real specialists, but not enough to fill every role type at all, either you are using a money cheat too, or create additonal IMPs when further into the game.
Some Mercs are really OP, like Livewire, since you get the best mechanis AND enough wisdom to solve almost every situation possible.
I am using three IMPs: A real sniper and mule, plus a bomber guy who can snipe too and the third being the leader, having high leadership and is also able to sipe and use maschineguns and the reason for those three is being able to travel the fastest, don't have to fizzle with certain situations and to use Dr. Q as a medic from the start, plus said Livewire for everything else.
Installed the other mods mentioned, but still ...
For example:
- reworked Elbow Grease into a special i.m.p version that works with all vanilla imp´s
Update: 6 Aug @ 8:24am
- additional code for better visualition of selected perks when combined with oder mods
Update: 6 Aug @ 6:50am
- fixed Metavira not appearing
- outsourced perk check to improve mod compatability
.
.
.
I have been using Make IMP Great Again, which allowed NPC perks and multiple IMP too.
Your mod has more perks, but player is limited to two. While Make IMP Great Again has no such limits.
Will you consider adding this in a future update?
Thanks again.
PS
I have restarted game many times. Tried superman gig, and super team gig, soon gave those up. But I still prefer a few perks (over two) for my mercenary.
Since this is not a competitive game, how each player choose to play should not impact another player. To each their own.
i would like to keep multi-imp vanilla compatible in regards to the general character balancing :)
https://steamcommunity.com/sharedfiles/filedetails/?id=3013850234&searchtext=perk
there you go - thanks @Damocles66