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I assume this is just something where I need to use a different mod that changes inheretence since its currently functioning as vanilla intends
I would just like to report that I had the same issues as @suvpavel720 during the start of a new wolfein scenario. No xenotype bar in the bio however I found the cause and fix for the issue. The cause was found in the "create character" screen just before the start of the game. All the wolfein colonists will set to 'baseliner' xenotype by default rather 'wolfein' or 'pure wolfein'. the 'baseliner' wolfein colonist still had the apperance, ability, backstory, and night-owl trait but not the lunar hediff nor the unique 'wolfein' trait. This 'baseliner' wolfein will not have a xenotype bar in-game.
Simply changing the starting wolfein colonist to either 'wolfein' or 'pure-wolfein' then starting the game with them. The xenotype bar will appear and work as intended.
I recommend that the starting colonist in the 'create character' screen from a wolfein scenario be set to 'wolfein' xenotype by default rather than 'baseliner' xenotype
沃芬支援與襲擊會正常生產沃芬族,但逃生艙跟流浪者加入只會生成智人
生成的智人幼年與成年經歷都是沃芬族的,而且移除基因擴展依然會這樣
Since this mod and its Biotech extension are working correctly in both my own testing and for other players, this issue is most likely caused by a local setup problem rather than the mod itself.
Please double-check the following:
Biotech DLC is enabled in the Mods → DLC menu
The pawn was generated in a save created with Biotech enabled
No UI or pawn card overhaul mods are hiding the gene/xenotype panel
Try generating a new pawn via Character Editor Mod to see if the xenotype appears