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I don't plan to do anything with weapons. If anyone wants to make a mod with weapons from this mod, then I have nothing against it.
Sounds like a QEE issue. If the bug is in the QEE patches, then there's nothing I can do.
Ignore.
Could not resolve cross-reference to Verse.ThingDef named Alien_Valkyrie_WVC (wanter=blackListedThingsForSerums)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Could not resolve cross-reference to Verse.ThingDef named Alien_DryadMother_WVC (wanter=blackListedThingsForSerums)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Could not resolve cross-reference to Verse.ThingDef named Alien_ELF_WVC (wanter=blackListedThingsForSerums)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
All settings related to kemomimilike are in the "KL" tab. Requirements for Royal Dryads from this mod.
OH MY GOD that fixed it!
Somehow I had that option enabled. I think it was probably old config file back from 1.2 or 1.3
I really appreciate the help!
Checked. No problems found. Most likely you have enabled the option related to skins.
Go to settings and make sure you have "Enable skin selector" turned off. Full path: Settings -> + -> WVC - Settings -> KL -> Skins (HAR). The option is at the very bottom, right after the wall of text.
If you intentionally enabled the option, then follow the instructions on the option page from the very beginning.
Oh my last comment was not the load order that I was using. My load order has been
-HAR
-XML Extensions
-Vanilla Expanded Framework
-WVC - Ultra Expansion
-WVC - Xenotypes and Genes (tried with and without it but it didn't help)
-WVC - kemomimilike
I don't think there is anything wrong with the load order itself. It's probably other 300+ mods that is causing problem. XD
Anyways thanks for the reply. If I manage to fix the issue I will leave a comment for others.
XML Extension and VEF are frameworks. They must be loaded BEFORE the mods that use them.
I guess there is something wrong with my mods then, I already had
-HAR
-WVC - Ultra Expansion
-WVC - kemomimilike
-XML Extensions
-Vanilla Expanded Framework
and added biotech mod just in case. But nope still the character is either completely invisible or a floating purple box. :P
You need 4 mods. Those that are indicated and one to choose from. Either DLC Biotech or HAR.
Not anytime soon, I'm busy with my other mods right now.
Yes. HAR and the new Biotech DLC are incompatible. I don't know when they will fix this, personally I recommend to refrain from using HAR and Biotech at the same time.
The only solution is to manually remove the body genes from the problematic pawns using the devmod.
HAR is currently not compatible with biotech. I can't do anything about this bug yet.
And delete manually using dev-mode, all genes associated with the bodies (if Biotech is installed).
Couldn't replicate the bug. Resubscribe to mod.
Failed to find any textures at WVC/InvisibleBody/ while constructing Multi(initPath=WVC/InvisibleBody/, color=RGBA(1.000, 1.000, 1.000, 1.000), colorTwo=RGBA(0.949, 0.929, 0.878, 1.000))
UnityEngine.StackTraceUtility:ExtractStackTrace ()
....
And a lot of more. More log on https://pastebin.com/6ithsnAP
Seems like some textures are missing? I check the path and there's Naked_Female_xxx.png exist.
I can reproduce these erros by spawning 10 Alien_ELF_WVC
The anima tree requires being in the wild. If there are player buildings next to the tree, then the grass will not grow.
If you think this is a bug, then the topic for bugs is here.
https://steamcommunity.com/workshop/filedetails/discussion/2564201221/3487500856964533385/
I saw that. When it meditates at an Anima tree, it does not fill the "growing grass" meter.
All psionic pawns have a green indicator with a slider on it. If you don't need their abilities, for one reason or another, move the slider to zero.
Even though meditation is a kind of work, it is also entertainment and is needed by psionics to use their abilities.
A baseliner wanderer joined my colony and it was a psionic. Yet it lacked the meditation work. I think it's a kind of work, right ? (I wouldn't know; I have never used that feature before.)
So, is it intended ?
Look in the settings.
By any chance is this possible to remove the bionic added with the mods? Cause... Except for one or two i don't like them... Also i still haven't found how to use the "chips" as you can't put them on pawns. The other problem with the bionics is... They overwrite the chances for vanilla bionics to spawn x_x I always need bionics legs/arms/eyes BEFORE those added with this mod.
Does it apply to a specific job or all of it? Have you tried running on the recommended load order (link in the FAQ section)?
I'm having trouble with my Valkyrie not working.
Exception in Verse.TickList.Tick: System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.ThrowHelper.ThrowArgumentOutOfRangeException (System.ExceptionArgument argument, System.ExceptionResource resource) [0x00029] in <eae584ce26bc40229c1b1aa476bfa589>:0
at System.ThrowHelper.ThrowArgumentOutOfRangeException () [0x00000] in <eae584ce26bc40229c1b1aa476bfa589>:0
at AnimalBehaviours.CompDigPeriodically.CompTick () [0x00395] in <1cb9e758e94d44209585998fd63c1076>:0
Yea.
I checked the option, it works. Note that this option requires the "WVC - KL Animals" (KLA) mod.
I tried, it doesn't work either. Hope you could have ur condition improved
Try this mod then: https://steamcommunity.com/sharedfiles/filedetails/?id=2587382737
For reasons already mentioned, I can't make corrections right now.
Also, hope you get ur HDD work or anything could improve ur situation happen ASAP.