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This one in particular, should be fine with 1.4
Once ARoM is updated, this should work fine, regardless of the tag.
Failed to get meta from active mod 'A RimWorld of Magic - Dread Necromancer Class'?! Mod can't be checked for exclusion.
Verse.Log:Verse.Log.Error_Patch2(String, Boolean)
WhatsThatMod.ModCore:WriteToDefs()
WhatsThatMod.StaticLoader:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
Verse.StaticConstructorOnStartupUtility:Verse.StaticConstructorOnStartupUtility.CallAll_Patch1()
Verse.<>c:<DoPlayLoad>b__4_2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:Verse.Root.Update_Patch1(Root)
Verse.Root_Entry:Update()
Maybe I'll look at it later, but don't get your hopes up, my current game is with this mod active, and I've never seen that error.
Failed to get meta from active mod 'A RimWorld of Magic - Dread Necromancer Class'?! Mod can't be checked for exclusion.
Verse.Log:Verse.Log.Error_Patch1(String, Boolean)
WhatsThatMod.ModCore:WriteToDefs()
WhatsThatMod.StaticLoader:.cctor()
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(IntPtr)
System.Runtime.CompilerServices.RuntimeHelpers:RunClassConstructor(RuntimeTypeHandle)
BetterLoading.Stage.InitialLoad.<StaticConstructAll>d__16:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
I then turned two other dudes undead to make up for him.
The game crashed for me when I tried to send the undead in a caravans.
Could not load UnityEngine.Texture2D at Other/necroMageMark in any active mod or in base resources.
MatFrom with null sourceTex.
Not sure if this is a problem with this mod or Rimworld of Magic... Quickly looking through the xmls, I'm only seeing RoM custom classes use the classTexturePath tag, so I'm guessing it's likely the latter, and that all custom classes might face this issue.
Let me know what you think; and suggestions for improvements.
@Tormound, that sounds like it'd be fun to play, a mix of bows and swords and ki should be doable with existing abilities.
http://dnd5e.wikidot.com/monk:kensei