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But I'll give you a fun way to trick psycasters to spawn regardless of storyteller:
In the StorytellerDef of your preferred storyteller, change the defName to <defName>VPE_Basilicus</defName>.
Yep, the code in VPE simply checks if the defName is VPE_Basilicus to decide whether or not to add psycasters ;p
So all you have to do is rename the defName of any storyteller you want to use to VPE_Basilicus and it will spawn psycasters
In one game, with 100, 200 and 300 raid points, it didnt work, but 400 raid points spawned the raid.
In another game, just 100 raid points spawned the raid.
New game and even in Dev quick start, the issue is there.
i made another mod list without CE and the issue is still there.
I'll check with only this mod and reply back.
Also, savage tribe is permanently hostile, so not friends with them.
1) What game version and DLCs are you running.
2) Are you able to reproduce the problem in a new game with the mods you are using?
3) Are you able to reproduce the problem with no mods other than this one?
4) If the problem doesnt exist in 3, You'll have to narrow down through process of elimination to find the conflicting mod.
Also could you perhaps have befriended the savage tribe? They won't attack you if you have positive relations with them.
I have one problem, where with this mod, savage tribal raids are not happening. I cant even spawn them in dev mode.
Once i remove this mod, i can spawn the savage raids.
Is this happened before or any known mod conflict?
There is no error, so no logs.
Thank you so much for responding btw!
Okay, I made them craftable at the crafting spot. I didn't think players would really have a purpose for them since it's easy to set your own map on fire, plus the vanilla flamebows in biotech were also uncraftable, but who am I to stand against what the people want :P
1 Thing I would like to ask tho, is it be possible to change it so that if "Vanilla Weapons Expanded - Tribal" is also installed it uses the Fire Bombs again instead of the Molotov Cocktails? Or maybe some mod options to toggle? I personally don't think the MCs fit a tribal playthrough visually and namewise as well as the FBs.
I used to see a tribal raid and think "Ho ho ho, free prison labor"
Now I see a tribal raid and think "Oh no, they're going to burn my fields!"
i love your mod idea and i'm excited to play with it!