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cool mod thanks!
It's strange, no action options when trying to click available guns, but bio coded weapons give the option they cannot be picked up haha.
Gestated canine type would be a cool addition... ;) wink wink.
No mech mods and to me it looks like CE problem. I am running Mantodeans and it's not patched for CE, so gives an endless error log.... Profaned also not for CE and all the weapons are bugged a little (great swords with ranged attacks etc) so I am running a dirty game anyway.
I have MIM40k mods with Mechs but that doesn't usually cause a problem.
No mech mods and to me it looks like CE problem. I am running Mantodeans and it's not patched for CE, so gives an endless error log.... Profaned also not for CE and all the weapons are bugged so I am running a dirty game anyway.
I have MIM40k mods with Mechs but that doesn't usually cause a problem.
Way to send you my mod list?
I assume the mental breaks are a way to show that they can still have existential crises, so that would mean that they can still think, right?
But they aren't the actual character that you put in, they're just robots with emotional problems. They don't have their traits, their skills, their skills, you can't even see what their name was.
Turning somebody into a mechanical servant should be something that they hate you forever for, but they can't hate you if there's nobody in there aside from mental breaks.
I already reduced the frequency of them happening, but that's not really the issue, I just think it's insane that their mental breaks go on for so long.
However I don't want to disable them completely because I consider it a balancing mechanic, but with how long the mental breaks take their productivity really takes a hit.
The modifier also doesn't really seem to work properly, I changed it from 1 to .1 and still it happens daily, even though it should now happen once every 10 days or so (i've saved and reloaded the game), setting the chance to 0 though does work and there will be no further breaks.