Urban Combat Framework 1.6

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Author: TechnoFox

Last revision: 24 May at 05:19 UTC

File size: 987.88 KB

On Steam Workshop

Description:

Hey thanks for checking out my mod and I hope that below I can answer some questions about Urban Combat Framework 1.6.

What’s added

Pry open function – Unlike other base gen mods, enemies are spawned in barricaded rooms that you have to pry open or blow open to clear.

2 Explosive utility items known as the silly stick and wall charge, each with their own uses and trade offs. And all the custom assets I will use (Minus the building gen) that will be used in all the other expansions.

Frequently Asked Questions

Q: Wow this is a lot of mod requirments?

Yep, but they’re not without their purpose. When making this mod I debated what kind of route I wanted to go in terms of what I absolutely needed to create a series of interesting structures, without having to burn myself out making hundreds of assets. This in turn left me with three mods (Minus Vanilla Framework Expanded because it is the way I created the base gen).

RE – Doors and Corners

For different wall types as well as the nice looking doors

Vanilla Props and Decor

Used to spice up settlements and make them lived in

Vanilla Furniture Expanded

Used to fill spaces and contained a lot of assets used in the build.

So to conclude they were all specifically chosen to ensure maximum range of buildings with the least amount of bloat to your mod list

Q:ALL THE DLC’s ARE YOU CRAZY??

Crazy? I was crazy once.. but not crazy enough to make the DLC’s a hard requirement. I haven’t tested too far what would cause significant issues in regards to a missing DLC. And additionally I tried my best to stay to vanilla items so for the most part the DLC requriements are there to ensure functionality when I move onto the DLC related expansions.

Q:CE Compatible?

Yes, and for the most part I balanced the buildings with CE in mind. That being said this mod still functions perfectly fine without it. (you might just have two people be firing behind tables for two hours like always)

Q:Is x mod compatible?

I don’t intend to work on any compatibility quite yet in regards to mods like Vehicles Expanded, but I intend to add them as little expansions in the future when I get bored.

That being said, mods that affect base generation may cause issues . I will try to identify them and update the mod as well as here but feel free to leave if you have any problems in the comments if stuff comes up.

Note: vanilla base gen expanded will function if installed with urban combat expanded, however for some reason my gen seems to be weighted super heavy. That being said if you attack a faction that is unaffected by a UCF mod (ie. download outlander and attack a tribal for example) than the faction will spawn with base gen expanded.

Q: Known incompatible mods?

CAI-5000: Due to the dig out function, where pawns will immidiately break walls to escape barricaded rooms.

World Domination: I had a feeling but it has been confirmed that yes world domination does overwrite UCF mods