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When you load this mod with Rocketman, the game will just display a black screen and doesn't response to any input, then you will get many same errors like below in the player.log
Root level exception in OnGUI(): System.TypeInitializationException: The type initializer for 'RocketMan.GUIFont' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
[Ref 14F78645] Duplicate stacktrace, see ref for original
--- End of inner exception stack trace ---
[Ref 9F1B6FED] Duplicate stacktrace, see ref for original
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Frankly I wasn't even aware anymore that I had Gunplay.. or what that even does.
When turning on Devmode when a pawn is firing, the error log throws hundreds of red lines.
https://gist.github.com/HugsLibRecordKeeper/54a0683562ac781795660fa22726c3c4
Does anyone have an idea if this degrades performance? Can I now safely remove the mod, or should I instead just remove the coil guns using CherryPicker so they simply won't show up anymore?
Thanks for anyone who can point me toward a solution.
If you look at comments below, it may be due to gunplay
When I go to the coordinates, I find some gauss tracers are not disappearing; the only way to clear them is to restart the game. I don't know if it has something to do with VWE coilguns or something else.
I'm having traumatic flashbacks. A mod that provides extremely powerful weapons, yes. Absolutely. But oh god. Irresponsible use of them? The horror. The horror. The delightful horror.
XML error: <ImpactGlowMoteDef>Mote_ExplosionFlash</ImpactGlowMoteDef> doesn't correspond to any field in type EffectProjectileExtension. Context: <li Class="ProjectileImpactFX.EffectProjectileExtension"><explosionMote>true</explosionMote><explosionMoteSize>0.25</explosionMoteSize><ImpactMoteDef>Mote_YellowSparkFlash</ImpactMoteDef><ImpactMoteSize>1</ImpactMoteSize><ImpactGlowMoteDef>Mote_ExplosionFlash</ImpactGlowMoteDef><ImpactGlowMoteSize>2.5</ImpactGlowMoteSize></li>
when either mod is loaded with combat extended, alot of <impactmoteexplosion> and similar messages come up
Coilguns now respect Friendly Fire setting in game options.
To start with they turn any pawn into a hilariously lethal sharpshooter by practically negating the need for shooting skill - it hits EVERYTHING in the path with NO CHECK (including downed pawns). If you somehow miss the entire tile your target was standing on you will still hit everything next to it. No need for a killbox or sandbags or embrasures either, just shoot directly through walls in complete safety. On top of all this, they still cut through armor like butter - so it works on anything from tribals to mechs.
As it stands, these trivialize combat anywhere that's not a completely open field.