- Oct 26, 2019
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Sneak peek for the next update
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On this, I did not touch any code that relate to MP or MP regen, so I don't really know how to explain about this issue, very sorryOnly there is a problem that when you use magic, at least the initial monsters recline as before, and due to the fact that mana regenerates quite quickly, I can endlessly jump back and forth and shoot them with magic. Is it possible to do so that they are not thrown off so much? or at least with a certain chance of thrown. (Of course, in a complex mode that can be switched so as not to interfere with casual players)
Umm...I did not plan the KMod to be a difficulty mod, so...uh...I don't know how to explainIt would be nice to add stamina for a double jump and a high jump so that you can't endlessly fend off the enemy. (Of course, in a complex mode that can be switched so as not to interfere with casual players)
Ellen's sex lines is based on corruption value, which will increase in each thrust and each creampie. Judging from the yellow text below the escape gauge, I going to guess that you let Ellen opens her leg a little bit too much, so everything is working correctly.By the way, I noticed that she likes sex when she doesn't have hearts. Is this a bug?
Interesting...Can you DM me on this?kwanlier
You maybe be interested by this: https://f95zone.to/threads/bepinex-plugin-texture-replacer-v1-0-4-1.118422/post-9917748
Kumarin edited his plugin to work with AQE (still a test at the moment), it could make thing easier when it comes to texture edits instead of having to repack .assets files.
Can you say which mod?Someone help me, idk how to get mods working for this game
For my mod,I think its the boned mod
So just extract it into the base folder for the game or extract it in the data folder?For my mod,
0. Backup these files; Assembly-CSharp.dll, sharedassets0.assets, sharedassets1.assets
1. Replace the default Assembly-CSharp.dll, which can be found in AlienQuest-EVE_Data/Managed
2. To make the Kmod's art stuff work; either using the included installer where you have to choose the game's main folder, or download both sharedassets0.assets, sharedassets1.assets from here, and replace both default sharedassets0.assets,default sharedassets1.assets, which can be found in AlienQuest-EVE_Data, with the new one that you download
For Boned mod
1. Just extract the whole thing into the game folder
Which one?So just extract it into the base folder for the game or extract it in the data folder?
At the base folderOh also, can i get a link to download the bone mod again?
Ok, download the thing he linked, use the installer and select the file the exe is in ( would recomend a fresh install as an already modfied version can break the new one if you try the new mods on a modded version), once youve used the installer provided, in AlienQuest-EVE-Data/managed there will be Assembly Csharp.dll, replace that manually with the Assembly Csharp.dll provided in the mod folder, that should make the mod run. If done correctly, upong laoding into the game press Q. If dialog appears, your good, if not you messed upUm how do i tell if it worked?
I think this is depend on the person who create that mod because, TBH, the function in that mod is not my mod's main selling point, but I'm pretty sure the creator of that mod will do it in the future.
Just Don't dig anythingHang on
One if the mods doesn't have the Assembly Csharp.ll in it.
Instead it has these files...
AQE_BonedMod.dll
ConfigurationManager
ConfigurationManager.dlll
So... does this mean pregnancy game over has been added back in? 'cuz it being removed was actually a positive in my opinion... I rather liked it more as a measure of how far Ellen had fallen rather than a game over meter.Sneak peek for the next update
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