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Fortunately those three just add flavor text and aren't involved in any quests, so one can either safely barbeque them or just plain ignore them while using this mod.
PS: Just don't talk to the sheep and cows behind the healer's house in Cyseal or the game will crash.
Maybe there was an update that left the mod behind? Any help is welcome
Rats were all fine so far, as were the pack mules in Cyseal, but the Cow and Sheep in the town crash the game.
I have yet to try any talking to other animals.
There is a single crash when talking with a sheep and a cow near the hospital in Saisil. When talking with all the other animals there are no crashes.
To work correctly, you need to start a new game)
P.S. Sorry for my english)
P.P.S. Screenshot of my party just in case
https://cdn.discordapp.com/attachments/348445001870475275/715964470211379260/unknown.png
别忘了在游戏中激活mod。本质上,在不合并它们的情况下,在mod菜单中一次只能激活一个mod。需要一个新的游戏。
It's a very bad idea to change activated mods with existing savegames.
Some changes DO work between savegames and this is a big problem:
A savegame might have stored a reference to an object that only exists in mod A but does not exist in mod B. This usually results in the game crashing.
Since mods usually add objects but don't remove existing ones, it's usually painless to activate a mod for a non-modded savegame, because no items will be missing.
The reason for this is that some changes require so-called "story scripting". Story scripts get compiled in the game editor and the compiled code is only read at a single point: when a new playthrough is started, i.e. before new characters are created etc.
After that point, the compiled code is never read from a mod again but always read from the save files.
Since compiled code is not picked up when a mod is activated, but only during the start of a new campaign, it always requires a new campaign if one wants to use the changes a mod makes in story code.
So it's not evil modders that prevent people from picking up some mods, it's the limitations of the game engine.