I don't know why so many people say it's not working.
For me it works just fine, i have the newest game version, after 2.0 living large update (no legacy) Only mods i have are "decorations mod" and "map mod" I've installed nevest BeplnEx and SMLHelper 2.15.0.1 (living large update) I have not encountered any bugs, perhaps most people have legacy on, or use nautilus istead of SML, or have some mod conflicts I have tested this mod only on a new file, so don't know how already existed one would react
Save & quit, exit game (might be optional but I do it to be safe), open game, load save, go right to the seamoth upgrades before even opening your inventory, everything should be there the first time you open it. You can only access one type of vehicle upgrades per session, and everything is invisible after the first look. The mod works, but its very buggy
I'm sorry, I don't understand. Does this mean the slots for the Seamoth arms will not be visible? I would like to hide them completely because I don't use them.
For those reporting the Cyclops mod doesn't work, you need to go into the config.txt file and change the "CyclopsSlotsEnabled: False" to "CyclopsSlotsEnabled: True"
Doesn't look like that's listed in the description for the mod.
Im still having vehicle Framework incompatibility with this mod disappearing modules in the upgrade menu. hope you can fix this since the author of Vehicle framework can't get around it.
They are still there as indicated by the hotbar in when in the vehicle Saving and quitting back to the main menu and going back in should make them show back up
ATTENTION!!!! IF YOU HAVE THE VEHICLE FRAMEWORK MOD, THIS MOD IS NOT COMPATIBLE WITH IT AND WILL CAUSE THE MODULES YOU PUT INTO THE VEHICLE TO DISAPPEAR. YOU MUST USE ONE OR THE OTHER. YOU CAN'T HAVE BOTH!!!!
Not exactly correct - The installed modules do still function, they just don't show on the module install screen and thus can't be pulled. Get into the vehicle though and the installed module is reflected in the hotbar.
You'll need to be careful with where you put the mods - don't dump anything you'll need to pull and upgrade later in the extra slots - but the mods do still work together.
Edit - Saving and loading will show everything on the access screen, though changing anything will reset it and make the other installed mods go hidden again. Mods functional, just wonky.
Hello there, I found a weird bug that when I removed modules and especially removed 1 storage module just for testing reasons to add back in on any of the main 4 slots like it has to be then for some weird reason it says that the "storage module is already in the slot 7" even though there was something else on that slot too. When I removed that module on that slot then it said that "storage module is already in the slot 3", which there isn't anything like that on that slot, it's empty. So yeah, I don't know if the mod needs to be updated and I'll just say you have to test, what could cause that type of a problem.
Bug ... Nice Mod but if possible, it needs a fix because this mod has issues with MoreCyclopsUpgrades (Purple Edition) (Nautilus) mod, https://www.nexusmods.com/subnautica/mods/1407?tab=bugs. Even when it's unchecked in Mod options for Cyclops, so it still interferes with mods for Cyclops ...
496 comments
For me it works just fine, i have the newest game version, after 2.0 living large update (no legacy)
Only mods i have are "decorations mod" and "map mod"
I've installed nevest BeplnEx and SMLHelper 2.15.0.1 (living large update)
I have not encountered any bugs, perhaps most people have legacy on, or use nautilus istead of SML, or have some mod conflicts
I have tested this mod only on a new file, so don't know how already existed one would react
You can only access one type of vehicle upgrades per session, and everything is invisible after the first look.
The mod works, but its very buggy
Doesn't look like that's listed in the description for the mod.
thank you so much!!!
hope you can fix this since the author of Vehicle framework can't get around it.
Saving and quitting back to the main menu and going back in should make them show back up
This should be notified in the mod's description
Known incompatibilities:
Vehicle framework mot
You'll need to be careful with where you put the mods - don't dump anything you'll need to pull and upgrade later in the extra slots - but the mods do still work together.
Edit - Saving and loading will show everything on the access screen, though changing anything will reset it and make the other installed mods go hidden again. Mods functional, just wonky.
So yeah, I don't know if the mod needs to be updated and I'll just say you have to test, what could cause that type of a problem.