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ML error: Duplicate XML node name equippedAngleOffset in this XML block: <ThingDef ParentName="BaseGun"><defName>Gun_DoomsdayRocket</defName><label>great fireball staff</label>
Any fix? Think it could be a mod conflict?
The error you're getting means that the game can't find any textures at all where they should be which is odd.
All I can suggest is to unsubscribe and resubscribe to both this mod and VE persona weapons to make sure all the textures are there, then sure this mod is below VE personas in your load order and reload to see if that fixes it.
[code]Could not load UnityEngine.Texture2D at Things/Item/Equipment/WeaponMelee/PersonaMonosword in any active mod or in base resources.
UnityEngine.StackTraceUtility:ExtractStackTrace () [/code]
followed by more texts.
If I remove your mod, the game can find the Base+Royalty, and VE Persona will work.
You can find the texture files at steamapps/content/294100/2955864975/textures/things/item/equipment/weaponsmelee
https://steamcommunity.com/sharedfiles/filedetails/?id=2016436324
https://steamcommunity.com/sharedfiles/filedetails/?id=2707120862
I would really appreciate if you could put it in the about.xml
we need a mod that reskins mechanoids to something more fantasy like clockwork/steampunk machines or golems
Are you getting these items + other high tech items or just the high tech items?
However, I'm afraid this could make the playthrough too similar to those ordinary high-tech ones, if we have all the items anyway. Could it be possible to make these items spawn as quest rewards but not possible to acquire through trading?
Except for the demon blood, perhaps.
By item ids I'm assuming you mean the def names?
How Medieval quest rewards worked was adding new items, i.e new defs into the game but with this mod I edited existing items without actually adding anything new.
For example, the healing potions in this mod are simply renamed and retextured healer mech serums. So the def for the healing potions is still " MechSerumHealer" and will function exactly the same as it does without mods.
Hope you've fixed/changed the one irritating thing from that mod though - healing potions not being able to be given as an 'operation. In the other mod, you couldn't give them to the most needy.
To clarify a bit more, in this mod the skill trainers are "skill tomes".
The healing potions in this mod are essentially just reskinned mech serum healers so unless you have another mod that changes those in some way it should work as they do in vanilla.
If you preferred the older textures I've included those aswell, just overwrite the new ones. Alternatively, for some textures more akin to the medieval overhaul style I'd highly recommend the retexture made by Serek512.
I'd suggest putting this mod at the bottom of your load order and see if that fixes it. Failing that, you could try temporarily disabling any other mods you have just incase it's a mod conflict causing the issue.
Strange because the resource patch for plasteel and uranium works.
I'd probably put them in the same class as the vanilla longsword which is "Medieval Advanced". They won't count as Neolithic weapons but you won't get the ultratech weapon mood hit if you choose the neolithic preferred weapon type.
I've got no issues if you want to release your retextures, I'm actually quite interested to see what you've done with them so go right ahead.
I'll sort it out and update a bit later today.
They should already be administerable then, thanks man