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 Void Wanderers ( Updated - V131 ) 
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Joined: Sun Oct 19, 2008 5:43 pm
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Post Re: Void Wanderers ( Updated - B126 )
Badass as usual, weegee.


Tue Mar 25, 2014 4:29 pm
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Joined: Thu May 10, 2012 6:19 pm
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Post Re: Void Wanderers ( Updated - B126 )
I'm having some problems with this scene and Unmapped Lands 2.

When I start the scene there is no "NEW" or "LOAD" but only the space background.
I will include my settings file here
(P.S. I use Windows 7)


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Sat Apr 05, 2014 5:41 pm
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Post Re: Void Wanderers ( Updated - B126 )
Can you open your console with ~ button and send me a screenshot of what's in it?


Sat Apr 05, 2014 7:07 pm
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Post Re: Void Wanderers ( Updated - B126 )
Here you go.
I download Cortex shock and Tartarus and I had the same problem.


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Sat Apr 05, 2014 8:45 pm
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Post Re: Void Wanderers ( Updated - B126 )
You're running an incompatible version of VW. To play with B30 you need to join the workshop beta group in steam, and subscribe to Void Wanderers via steam workshop.


Sat Apr 05, 2014 9:32 pm
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Post Re: Void Wanderers ( Updated - V127 )
B30 support.


Fri Apr 18, 2014 8:46 am
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Post Re: Void Wanderers ( Updated - V127 )
Hello how to uprade life support ??


Sat Apr 19, 2014 8:05 pm
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Post Re: Void Wanderers ( Updated - V127 )
I'm getting reports of weird outfitting behaviour for the 40K factions in my workshop - something like Guardsmen starting with two shields, two lasguns, a grenade, and something else. Any ideas? :???:


Sun Apr 20, 2014 7:47 am
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Post Re: Void Wanderers ( Updated - V127 )
When VW creates initial actors when new game start it just gives them any item which have UnlockData = 0. Apparently Imperial Guards just have too many of them, and VW gives them lots of items on start.


Sun Apr 20, 2014 8:18 am
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Post Re: Void Wanderers ( Updated - V127 )
Gotcha. Okay. I'll update files on my end, just make the bayonet cost like, 1 or something. XP

Ed: All done and updated here. Should help with any issues folks were having.


Sun Apr 20, 2014 9:59 am
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Post Re: Void Wanderers ( Updated - V127 )
Arcalane wrote:
Gotcha. Okay. I'll update files on my end, just make the bayonet cost like, 1 or something. XP

Ed: All done and updated here. Should help with any issues folks were having.

No, this isn't Gotcha!, this is weegee...


Wed Apr 30, 2014 11:37 pm
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Post Re: Void Wanderers ( Updated - V128 )
I got a problem, when i put certain Rte into my cortex command folder, it gives me an error message, doesn't give me the last frame anymore (I all ready reinstalled it...multiple times...) and tells me where it is, now, HOW DO I FIX IT?

I all-ready was able to change the untitled faction so it would work, (there was a missing graphic for glow (effects\glows\tiny-glow) but i cant get this pack to work on cortex command.
:oops: I'm really bad at this, can someone explain?


Thu May 15, 2014 12:31 am
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Post Re: Void Wanderers ( Updated - V128 )
jaystorm25 wrote:
I got a problem, when i put certain Rte into my cortex command folder, it gives me an error message, doesn't give me the last frame anymore (I all ready reinstalled it...multiple times...) and tells me where it is, now, HOW DO I FIX IT?

I all-ready was able to change the untitled faction so it would work, (there was a missing graphic for glow (effects\glows\tiny-glow) but i cant get this pack to work on cortex command.
:oops: I'm really bad at this, can someone explain?



If you have CC on steam just download VW from the workshop. If you dont, just place voidwanderers.rte in the CC folder.

Please explain more as im not completly sure what your problem is though.


Thu May 15, 2014 3:39 am
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Post Re: Void Wanderers ( Updated - V128 )
the problem might be that i gave a younger version than 1.0, does this pack work with b27?


Fri May 16, 2014 9:49 pm
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Post Re: Void Wanderers ( Updated - V128 )
jaystorm25 wrote:
the problem might be that i gave a younger version than 1.0, does this pack work with b27?


B30* is what your looking for.. thats most recent anyway.


Sat May 17, 2014 12:06 am
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