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Just double-checking, but should the modmanager be detecting incompatibility errors between the three mods I've been trying to get working? For example, it says that Secmod might not be compatible with the Secmod-rebirth patch, and that Secmod is not compatible with Rebirth complemented. I have just assumed that this was the modmanager being overly picky.
Wouldn't items normally be unequipped if you no longer have the required attributes (e.g. armour dropped if Psi Strength runs out)?
Okay what's up with the secret room and computer destroying minigame. As in, I destroyed 2 computer consoles and 6 cameras (I think and I can't find the open room.A bit of an issue arrived in the Botm, right at the last area, my invisibility spell didn't work on anything there after the first time I used it. I know it doesn't work on robots and cyborgs anymore but I thought it effected all things fleshy.
on the roof I had found a mystery hatch and naturally I got curious so I went looking all around the rooftops, the UNN station, and the shop, but I couldn't find any button of any kind to open that hatch, so is this hatch just for retconning the idea that sombody might be living up there with two crates, a bag of potato chips and a giant wig, or is there somthing that I'm too dumb to find
I have couple of questions for everyone, why cant I do anything with; osmium, lead, iridium and radium? But I still can do hypos? Do I need something else too with the tinker trait, or is it a bug?
What about putting the corpses of non-alarm spawned monsters on timers and when the timer runs out the body disappears and is replaced by a handful of worms, as if the worms ate it?