Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
a) pawn body colours don't often match the skin tones for the grey faces and making a non-baseliner into a Profaned appears to bug out on things like ears, noses, etc. Noticed this the most on Pigskin pawns and anyone geared up with the Headhunter equipments. This appears related to the mod not properly loading assets (such as the Profaned Torso on the pawns)
b) while using the Armor Racks mod (https://steamcommunity.com/sharedfiles/filedetails/?id=1875828205) , the Scourge Knight aura appears to still be functional on a pawn not currently wearing the Scourge Knight items.
a) I do know about this and I'm looking for a way to fix it, the reason for it is that they have pure white skin so that the multicolour faces and bodies have the right colour. If they had darker skin for example, both the bone and flesh parts would be darker and it wouldn't look right.
Because of this, things that are tagged as being the same colour as the skin e.g the pig ears will be white.
b) That is definitely a new one, the aura comes from a hediff applied by the equipped armour which is a VE framework feature. I'm guessing this is because armor on the racks count as being equipped but I'm not 100% sure how that all works, you're probably better off asking the author of the armor racks mod.
As for the the new creatures, they can show up on the map but relatively rarely and having a bunch of different animal mods will lower than chances even further as only so many can be on the map at the same time.
The creatures can also show up with raids from the faction and at the faction settlements.
If you complete the 3rd research project, you can create the creatures yourself. This requires a soul gem though which are currently a bit tricky to get. I am working on making the loop of getting souls gems and creating undead easier, that should be coming soon.
Go to steam/steamapps/workshop/content/294100/3202008037/1.5/Defs
Open the "Scenarios_Profaned" file, notepad works just fine.
Find and delete the following section
<li Class="ScenPart_ConfigPage_ConfigureStartingPawns_Xenotypes">
<def>ConfigurePawnsXenotypes</def>
<pawnChoiceCount>6</pawnChoiceCount>
<customSummary>Three profaned cursebearers seeking to make amends or establish their own dominion.</customSummary>
<overrideKinds>
<li>
<xenotype>BotchJob_ProfanedCursebearerXenotype</xenotype>
<pawnKind>BotchJob_ProfanedCursebearer</pawnKind>
</li>
</overrideKinds>
<xenotypeCounts>
<li>
<xenotype>BotchJob_ProfanedCursebearerXenotype</xenotype>
<count>3</count>
<description>Profaned Cursebearer</description>
<allowedDevelopmentalStages>Adult</allowedDevelopmentalStages>
</li>
</xenotypeCounts>
</li>
replace it with
<li Class="ScenPart_ConfigPage_ConfigureStartingPawns">
<def>ConfigPage_ConfigureStartingPawns</def>
<pawnCount>3</pawnCount>
<pawnChoiceCount>6</pawnChoiceCount>
</li>
Save the file and it should be good to go.
I found Dubs Mint Menus can help override the research UI in the mod options if your game is affected by this.
I'd have preferred to avoid having a whole new tab for just 3 research projects but it might be the best solution for now.
Got this error, thought it might be relevant
Exception in CheckCurrentToilEndOrFail for pawn Holt driver=JobDriver_DoBill (toilIndex=6) driver.job=(DoBill (Job_3932517) A = Thing_BotchJob_ProfaneAlchemyBench595306 B = Thing_BotchJob_ProfanedGreatbow599175 Giver = JobGiver_Work [workGiverDef: BotchJob_DoBillsProfaneAlchemy])
System.NullReferenceException: Object reference not set to an instance of an object
[Ref 84528FCF]
at Verse.AI.JobDriver_DoBill.<MakeNewToils>b__15_1 () [0x0001d] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
at Verse.AI.ToilFailConditions+<>c__DisplayClass1_0`1[T].<FailOn>b__0 () [0x00000] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
at Verse.AI.JobDriver.CheckCurrentToilEndOrFail () [0x00025] in <f0ac5eb9b52e4cc396c70fc9a4ee15e5>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobUtility.TryStartErrorRecoverJob_Patch1 (Verse.Pawn,string,System.Exception,Verse.AI.JobDriver)
Verse.AI.JobDriver:CheckCurrentToilEndOrFail ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.JobDriver.DriverTick_Patch0 (Verse.AI.JobDriver)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.AI.Pawn_JobTracker.JobTrackerTick_Patch0 (Verse.AI.Pawn_JobTracker)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Pawn.Tick_Patch3 (Verse.Pawn)
Verse.TickList:Tick ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch3 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
Verse.Root_Play:Update ()
Using medieval overhaul, if thats any help
I do! Just wanted to see if i could get a read on the error message as im pretty code illiterate. if its not something that immediately stands out it might just be conflicts ill have to work out. Thanks anyways!