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I appreciate your mod :D
Thanks for the shout. I think the majority of us are happy just knowing that its in the plans/works and not abandoned. So the shout out is helpful.
/s
not hating on the idea it's a really cool concept but this flaw is holding it from actually being the best out there
– https://steamcommunity.com/sharedfiles/filedetails/?id=3253596705
Not sure what are you talking about, worldview traits are not coded as normal traits. No other mod should interact with them.
@Kipyat, HongZZ
Sure, sure.
@americanremains
It is a bit premature, but there's no need for such strong choice of words towards people we know nothing about.
If time allows I'll look into it, but it's probably on their side of things. We didn't change anything substantial on our side since it worked. Please report the issue under their mod.
@Your Average Tomboy Lover
There's a guide in the FAQ.
(Again, I used a translator again)
We had compatibility with Altered Carbon in 1.3, did it stop working for 1.5?
@Sunlight
I took a break to stabilize my life a bit and learn C#. I'm back at modding, but I need to learn on simplier parts of my projects before taking on M3. (Currently it's 1-2-3 Politics M2)
Do you still work on your mod, though? How is your module 3 coming along? More features, that may make it easy to replace Psy?
Thank you and have good day...
(Using Translator)
A: Yes. Every pawn missing personality will get one. Same with animals.
Update M2. If you play on low resolution and have many factions the issue might be persistent - in that case turn off the "Leader's psychological drive visible" option in M2.
You will still be able to read leaders' drives from city descriptions.