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I haven't tested most of the mods going from 1.4 to 1.5. In most cases they should all work fine as long as the other mod author didn't change the names of their genes/races/etc.
Sure. I'll add a note to look into it.
That is correct. Boarskins are handled by Vanilla Expanded Framework. I did specifically bring up making patching for Nal's Facial Animation, but it was decided against.
Probably a mod load issue. The facial mods need to load _after_ the Big & Small framework.
Try using RimPy to sort, it usually manages it. :)
The Imphilee mod author already uses the Big & Small Framework. :)
it has a gene that changes the size
It only applies to newly generated pawns.
If you want to apply it you could go into dev-mode and either "reset" their xenotype, or just set their xenotype to the one they currently have. That will update it to the modified version. :)
Yeah, 63% larger than a regular human. They are the largest of the 3.
Yes, the core mod was originally just about adding the ability to scale via Biotech Genes, so I'm pretty sure you'll get errors without it. I guess you could try though.
My core mod was originally made to add scaling via genes, but it can scale any humanoid pawn.
For the Android Tiers I patch in a value into their race definitions that basically tells Rimworld to use my custom rendering methods to scale them.
@warmaniac
Sure, I'll put it on my to-do list.
Done. Uhlan's giant gene now uses the Big and Small scaling methods instead.
Okay, I'll put that on my to-do list. :)
And yes, it is compatible with Consumer Electronics. Well, it is compatible with some CEs. For best results I'd suggest using it with a modern computer, or at least something with a screen.