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https://steamcommunity.com/sharedfiles/filedetails/?id=3219379049
With Xenotype Spawn Control, I was able to adjust the race % of factions too, including the multi-racial city. Its just tedious because there's 4 tabs, and the first two tabs are Factions and then pawns...which you have to choose things like what is the pop % of beggars, quest givers, pawns that spawn from this or that. Very tedious.
With no modding experience, can I go and just chop out bits of your mod (races) in an XML or notepad file to use myself? Is that a thing or how badly do you think I'd break it?
One day I'd enjoy putting that into a mod manager setting but I have no idea how to do that at this point.
I did add some code into the various races and factions to remove them if you do not have those downloaded and installed, I think that was in the v2 update. I think only the Orcs and Elves don't have that coded in right now.
I haven't tested much without the added genetics mods so I'm not sure how well supported the new xenotypes and factions will be.
On that note, I am expecting to revise the factions in a future update which may cause some problems. If anyone needs assistance when that happens let me know, I should be able to fix it.
Today i tried to load up a new world, but it barely spawned in any factions (modded OR vanilla). yesterday it worked just fine.
after trying to find out what was going on, i saw on the steam page that the mod got updated after i logged off yesterday, and has new required mods ( alpha genes and outlanded genetics) to load correctly. but these are not implemented yet in the requirements shown in game. it fixed itself after i added these 2 extra mods, but i thought it would be a good idea to share if other people have the same issue!
What do you mean?