Tony
Tony
Correct MOVEMENT_EXERTION_MODIFIER values for exoskeletons, expand descriptions for player clarity
#### Summary Bugfixes "Powered exoskeletons are now less exerting to operate than unpowered ones, correct powered states to reduce exertion rather than increase it" #### Purpose of change Fixes #74785...
### Describe the bug `MOVEMENT_EXERTION_MODIFIER` values seem to be incorrect for the new Exoskeletons. The powered light and medium exoskeletons (mk3 & mk2 respectively) are more exerting to move in...
#### Summary Features "Allow military night vision goggles to attach to combat exoskeleton head armors" #### Purpose of change Implements #75978 Military night vision goggles were recently made to only...
### Is your feature request related to a problem? Please describe. Military night vision goggles were recently made to only be usable when attached to military helmets with the proper...
### Describe the bug Installing a UPS or bionic power conversion mod into an exoskeleton prevents the player from (i)nserting ablative armor into the exoskeleton, saying the "destination can't be...
### Describe the bug When using PALS pockets attached to combat exoskeleton torso armors, the pockets have unusually high wield cost and do not allow long items to be inserted....