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Sorry for spamming the comments, just know its resolved now.
Thanks for responding regardless.
Im still gonna assume its a problem on my end however if it works just fine for you, and hopefully someone can help me out with fixing it.
I tried removing manly buns just incase that was the problem too but the same thing occurs where none of the have heads.
Ill try reinstalling rq and see how that goes.
"Failed to find any textures at Bun/Bodies/ while constructing Multi(initPath=Bun/Bodies/, color=RGBA(1.000, 0.937, 0.741, 1.000), colorTwo=RGBA(0.039, 0.651, 1.000, 1.000))
UnityEngine.StackTraceUtility:ExtractStackTrace ()"
I should have a fix uploaded shortly. :)
Could not resolve cross-reference: No Verse.HeadTypeDef named Ghoul_Normal found to give to AlienRace.ExtendedGraphics.ConditionHeadType AlienRace.ExtendedGraphics.ConditionHeadType
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.DirectXmlCrossRefLoader/WantedRefForObject:TryResolve (Verse.FailMode)
Also I love the bun dogs. Very cute.
They use the older Humanoid Alien Races framework, not the newer biotech xenotype framework, so they don't get their traits from genes.
I've made a few attempts to adapt them to use genes, but I haven't really been able to figure it out in a way that works (and isn't more of a pita than I want to deal with.)
That being said, I made a new run, and when an invisible bun from a hostile faction showed up, I use CE to 'replace pawn with new random pawn of same race', which also automatically recruits them, but now they have a body. Nothing should change by doing so, but I had to check, and using CE to reassign the newly regenerated bun to another faction did not make them invisible again.
Let me know if you see anything else weird!
Thanks!