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I really belived that this mod would be implemented in core game but not...
I have a computer science background and it took several minutes of racking my brain to sort out why the design changed so much and how to get it to do what it used to do.
I wouldn't ask you to reshape the whole system again (as that would cause even more confusion). It just needs some good explanations and examples.
However, it really needs a good step-by-step guide, examples, and/or more explanatory text around the menus. It's quite clear that the top-to-bottom rule evaluation is not intuitive for most.
Use the column on the right to select which hats you want to be affected
Use the drop-down in the middle to select what you want it to do
Use the column on the left to select when you want it to do what you selected from the drop-down in the middle
In most cases you'll probably just leave both buttons on any
Hahahaha, sorry about that.
This is the red error I am getting: https://pastebin.com/M11K7qZa
The full log:
https://gist.github.com/HugsLibRecordKeeper/0dc848e4e0e826c91a8781723b42a409
I am currently getting a red error that seems to be related to a config in this mod:
https://gist.github.com/HugsLibRecordKeeper/08425436c165e5a0cb5dffb17a5f4ae4
Would you be able to shed any light on any fixed I could try?
Everything was working normally with hats, masks, etc. but now that my current colony got to recon/marine I edited the settings to try and get the helmets to show when drafted. After changing the settings a bunch to things that SHOULD have worked, now I cant get any headgear to show at all no matter what I set. I'm just at a loss right now and unsure what to do.
https://steamcommunity.com/sharedfiles/filedetails/?id=1542291825
The Rockstar hairstyle for example does this when wearing something like a recon helmet. I fixed it by just making a copy of UpperHead_south and renaming it to FullHead_south