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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.
That bug might be actually irrelevant with Same Sex IVF if you didn't check the condition to replicate the bug (not that I checked anything). If the egg gene is incompatible with that mod, report it to the author. |:
@GingerLio
I'm currently considering about what to do with VFEC concrete patches (which I've already made, but can imagine a lot of people won't like, as it locks vanilla concrete floors behind a niche research project and also introduces slight color inconsistentency). Possibly after that.
It rebalance the mods listed, it doesn't contain any mods nor does it require any. It's just one big compatibility patch.
You can use Cherry Picker for simple removals.
Medieval Overhaul also split the weapons into several projects, and they are still split after applying TMM merging (since MO is not supported).
I assume the same will happen for that mod.
1. PawnKindDef of added psycaster pawnkinds (they can be just Cherry Picker-ed too) (ex: TMM_Horaxian_Caster_Necropath)
2. pawnGroupMakers entries of existing psycaster pawnkinds for normal raids
3. VanillaPsycastsExpanded.PawnKindAbilityExtension_Psycasts for existing pawnkinds (to make them psycaster)
It would take some effort to do that (either make counter-patch in your local mod or make this mod local and remove the patches you don't like) (the latter is easier but can't get updates)
I’ve got another quick question. I’m a big believer in doing it yourself rather then hassling a modder for a boutique option.
In that vein - I like much of what stronger enemies does, but I’d like to remove the feature which adds psycasters to normal raids. What would I need to remove yo effect this?
Thank you for all you do.
Keep up the good work!
All of senators' research projects are mostly first (and second at best) techs in the tree, at least in my modlist...I guess you have some mods that changes stuff around there (probably MO?). And yeah, if that's the case I'd just turn the option off D:
Although I noticed it's possible to unlock every animal-level techs in VFET senario with research merging 2 or Progression: Core, and that's fixed (now you need to unlock Culture to speak with senators).
The techs are merged a bit far in the tree, middle of medieval techs. So if we do the Senator neolithic scenario, it pre-unlock plate armour and all of its medieval prerequisite. If we go and recruit a senator instead, in unlock all of the medieval prerequisite to their tech too (for those that are linked to medieval techs).
Might just be simpler for the users to just disable Merge 2 themselves when playing a VFE classical neolithic game than you finding new neolithic replacement merge techs or just cross merge the roman stuff amongst themselves. That's probably part of why the merges are split to begins with.
Merge 1 works.
Merge 2 works.
Merge 3 works.
It appears the log had found everything that was creating issues! Nice. Thanks for the quick patching!
Thanks, your log contained 4 conflicts related to this mod and they should be fixed now. (You had conflicts on both research merging 1 and 2 and subsequent patches in these merging options were dormant.)
(I hope you don't have any other conflicts below the ones fixed, but if you do, feel free to drop the log again. It's helpful.)
Here's the log: (a new one with less error this time, somehow)
https://gist.github.com/HugsLibRecordKeeper/9ae29f7fd7fa19632116b4966305b5d6
Seems much more detailed than the in-game one. And make me feel like a mod addict with a "just one more mod..." issue. Seems to be more conflict than I though if I just search for "failed" or "error".
Side note. I know your mod doesn't really touch Medieval Overhaul and MO touch techs a lot too, but the issue exist even without the overhaul. Just in case.
If one patch in the option in VE Framework fails, the following patches in the same option won't work and I think you're encountering that.
Although it should output an error on startup (unless you have a radical mod that mutes them), and anything in the other two merging option / patches above the conflicting one should work (unless you also have conflicts on every option / the first one is failing).
I don't play with Progression mods except Progression: Core. I just tested with a few and did find several errors with Progression mods and fixed it, but likely you'd have more conflicts. You can send me a HugsLib log when the patch is still not working.
I do have a small problem, the merge research options do nothing. No error or anything. I might have a conflict or something, the research tweaks from the Progression mods work fine, but you have Progression mods in your google doc so I assume its something else that mess things up.
My most list is preeeetty large and I don't feel like enabling/disabling for hours. Oh well, no biggy. I can hide the ugly tech tree behind Semi Random Research and just boost the storyteller research speed to compensate for the research bloat.
Yeah this mod uses it.
Thanks, it should be fixed this time. (The check wasn't properly implemented) .
This mod doesn’t touch max hemogen value (nor any hemogen values other than some hemogenic genes’ metabolic efficiencies) D:
I think either you loaded VTE after this mod (which should give you a warning about load order), or you have a mod which removes research prerequisite from Throwing rocks (or Throwing rocks itself). In any case, the corresponding patch now checks the existence of prerequisite in advance.
Verse.PatchOperationReplace(xpath="Defs/ThingDef[defName="VWE_Throwing_Rocks"]/recipeMaker/researchPrerequisite"): Failed to find a node with the given xpath
Verse.PatchOperationSequence: Error in the operation at position=1
Verse.PatchOperationFindMod(Vanilla Factions Expanded - Tribals): Error in <match>
Verse.PatchOperationFindMod(Vanilla Weapons Expanded): Error in <match>
[End of stack trace]
The top operation is the one that failed, the ones below it are the parents"
file: B:\SteamLibrary\steamapps\workshop\content\294100\3250762483\1.5\Patches\VanillaFactionsExpandedTribals.xml
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)"
Wing integration was applied to Outland Genetics as well by request, but I'm not interested in further compats.
Thanks :)
Simple overlap removals and label changes are done. I'll work on more compats later :)
Thanks! I totally forgot "[FSF] Advanced Bionics Expansion" includes everything in non-advanced one. It's fixed now.
@Horny Cat
Thanks! I wasn't aware of that... I've added a temporary patch that disables the weapon swap ability for Goliath (weapon will be randomly chosen) and updates the description accordingly when both mods are loaded. (This doesn't affect already built one though.)