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Several subsequent name change patches will be inactive, safe other than that. (Assuming you did not copy&pasted the log.)
I think you have a mod that removes vanilla Cannibal meme, which was causing the conflict. The error should be gone now. (I added the check for that.)
Verse. PatchOperati onRepl ace(xbath="Defs/MemeDeffdefName="Cannibal"1/label"): Failed to find a node with the eiven xpath
[17:38:52] [Too Many Mods - Compats and Rebalances] Patch operation VEF. PatchOperati onToggabl eSequence(count=95,
astFailedOperation=Verse. PatchOperati onSeauencefcount=2.
Is it safe to ignore?
Hmm I think VAE error should be fixed now. Did you try to unsub and resub this mod? (Steam doesn’t check for mod updates very frequently.)
Unrelatedly, I'm still getting the VAE error that AJarOfDirt mentioned yesterday, though I am trying to get a new modlist running with an old config for this mod. Would it be worth trying to reset that and start over?
Many thanks!
The ability to shoot over walls without line of sight is overpowered. You can hide in unroofed rooms and attack enemies one-sidedly. If anything, it's rather undernerfed.
"Can you tell me what gave you the idea to make the CD so long, and why you settled with 25 range specifically?" - Because it makes Warbow one of the worst medieval bows in terms of raw DPS-to-range curve. Its DPS becomes slightly lower than the VWE crossbow but with +3 range—and none of those bows can shoot over walls.
"Did you know that the warbow becomes quite useless when enemies stand in front of a wall of any kind" - The warbow can shoot at enemies standing in front of walls just fine. Only 33.3% of the cover effectiveness applies when the shooter is directly in front of the target's cover. An excellent-quality warbow, when used by a pawn with Shooting 10, has about 42% accuracy against normal-sized pawns, even at 2 tiles away over walls.
If that's the case, can you tell me what gave you the idea to make the CD so long, and why you settled with 25 range specifically? And, did you know that the warbow becomes quite useless when enemies stand in front of a wall of any kind (that you are shooting over).
Thanks for the reply.
I assume you missed the description where Warbow can shoot through walls without line of sight, right? Imagine what you can do with that.
Also, I've run the numbers before touching around ranged weapons. (While I haven't updated it to 1.6 yet, it would be still useful for comparing actual ranged weapon DPS.): https://docs.google.com/spreadsheets/d/1Oe_ZOwq_lptSA7__v-qsIfXUv5OuPyM1ho4PZH8aHaM/edit?gid=0#gid=0
This entry is quite extreme. The MO War bow is sitting at 31 with much nicer stats. I feel that you have doubled down on nerfs here when you perhaps should have gone with something akin to the MO bow (31 range) and somewhere close to that one for the cooldown. It would be even better if both were merged in someway even, or at the very least 2-3 CD. 4.5 is absolutely barbaric for a weapon that fires arrows.
I say this because I went from using this bow, to abandoning it completely.
The error is fixed, thanks.
As for Vanilla Genes Rebalances, there are actually a lot of overlapping changes. The overlapping patches will be disabled if VGR is loaded, but I wouldn't recommend using both the gene rebalance option and that mod together.
[Too Many Mods - Compats and Rebalances - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/ThingDef[defName="VAE_Apparel_HeavyMarineArmor"]/comps/li[@Class="VEF.Apparels.CompProperties_ShieldBubble"]/EnergyShieldEnergyMax"): Failed to find a node with the given xpath
- Changing the gene replacement interferes with existing saves - the corresponding genes in colonists will simply be deleted without warning.
- I usually prioritize genes from major mods unless there’s a clear advantage to doing otherwise (considering rule costs and the likelihood of mod changes).
So I’d need to be very convinced to make that change.
Did :)
@Schadock
No :|
I generally try to set "loadAfter" whenever it's needed, so you shouldn't need to manually set load order, I hope.
I couldn't replicate that (tried with and without Big and Small, both directly adding the gene via devmode and getting the gene via geneline evolution).
If you have Big and Small, this mod makes Colossal gene use body size stat from B&S, so you might have a mod conflict with B&S and some other mods. (If you don't have B&S, this mod doesn't touch Colossal gene's body size mechanics in that case: so I'd be confused.)
Yes, all the listed mods are optional.
Yeah that was the issue, thanks!
Steam often do not automatically download update. Unsub resubing, or verifying the gave files fix it. Or if you use Rimsort it can check too. I tested yesterday and I had over 100 mods which hadn't updated automatically.
This is an amazing mod, but try not to rush an burnout
Is your "toomanymods: uncheck then re-check this to revive everything" in Cherry Picker is unchecked? It contains every defs that are/were included in auto cherry-picker. (Otherwise I have no idea why that happens. I can't replicate it on my end.)
WVC has WVC_Undead gene and WVC_NeverDead gene, and this mod currently replaces the former with the latter. ("Undeads: Revered/Reviled" precept works for WVC_NeverDead gene as well.)
However, a long time ago I wasn't aware of these precepts, and auto-cherry picker removed both genes back then iirc. If you've been using this mod since that time, you'll need to refresh auto cherry-picker (or simply un-cherrypick WVC_NeverDead in this case) to reflect the change. (Sorry for the inconvenience: it's not directly possible to automatically un-cherrypick something.)
Fixed. Thanks.
Imagine my surprise when I found this mod hahaha
Thanks!
Thanks. It's fixed now.
You can turn off gene rebalance if that's the case. I might try to prioritize effect changes when it can be done naturally. However, in the end, a lot of genes have qualitative effects and can't be modified / balanced via value changes.