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However, for the purposes of this mod, that's largely irrelevant. Each body part has an HP value, and each attack deals a specific amount of damage to the part or parts it hits. If the total damage, across all injuries and scars, on a specific part reaches or exceeds that part's HP, that part is destroyed. The damage indicators reflect this. That's why you get things like Lancers shooting people's arms off, because the unmitigated damage from a Charge Lance exceeds the HP of nearly every body part a pawn has.
I thought they don't have like "100 out of 100" health.
Thank you
I have tested this with all other mods removed with the exception of Harmony, Core, Royalty, Ideology and then this mod, in that order. The buggy behavior remains. It does not appear to be a compatibility or loading order issue.
And here's a pastebin of the callstack: https://pastebin.com/9D8rWVzb
Error in the logs is an infinite loop of Root level exception in Update(): System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
<?xml version="1.0" encoding="utf-8"?>
<loadFolders>
<v1.1>
<li>/</li>
<li>1.1</li>
</v1.1>
<v1.2>
<li>/</li>
<li>1.1</li>
</v1.2>
<v1.3>
<li>/</li>
<li>1.1</li>
</v1.3>
<v1.4>
<li>/</li>
<li>1.4</li>
</v1.4>
</loadFolders>
thanks :)