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But still, I removed the quiver from being spawned on ChiefRanged, which should put an end to that.
Config error in Tribal_ChiefRanged: required apparel can't be worn together (UncompromisingTribalFaction_Apparel_SmokeBomb, VAEA_Apparel_Quiver)
Reinstalling the mod fixes it, but it keeps coming back. And reinstalling a mod and waiting through additional load screens is a little tedious when you have to do it every other day. Any idea what could be causing it?
Another cool raid type could be like a tribal version of a mech cluster, but more offensive. They bring shamans along to do a ritual that afflicts your colony with psychic suppression until the shamans are dead.
Also, it would be kinda cool if the neanderthal raids were more likely during weather events that reduce ranged accuracy, like raining/fog and at night.
All I did was make it say "1.6" in the fastest way possible, hopefully the imgur link doesn't get flagged as spam but here you go
https://imgur.com/a/ve9mC44
With this mod, the tribals are finally a legitimate threat.
Thanks for the update, been a fan of this mod for a while.
Full log:
https://gist.github.com/HugsLibRecordKeeper/a3a62833a922d4485c502829bda3126c
Could not load Texture2D at 'Things/Item/Equipment/WeaponRanged/GreatFlamebow' for def 'UncompromisingTribalFaction_GreatFlamebow' in any active mod or in base resources.
MatFrom with null sourceTex.
Could not load Texture2D at 'Things/Projectile/GreatFlamebowArrow' for def 'UncompromisingTribalFaction_FireArrow' in any active mod or in base resources.
MatFrom with null sourceTex.
Could not load Texture2D at 'Things/Pawn/Humanlike/Apparel/SmokeBomb/SmokeBomb' for def 'UncompromisingTribalFaction_Apparel_SmokeBomb' in any active mod or in base resources.
MatFrom with null sourceTex.
Thank you tremendously for the updates!
Sorry for the long wait. I've been in a different country for the last several months, so very low on time as you can imagine.
I don't have time to extensively test, so tell me if there's any new content/mechanics in the DLC that the mod isn't quite working with or newly introduced issues!
The mod can be added in the middle of a saved game, so no need to restart.
Also to a question asked a long while ago, mod load order doesn't matter. This mod doesn't have any interdependencies with other mods, so it will behave identically no matter where it is. In general, just obey the load order suggestions of other mods, like performance mods that suggest to be loaded last.
Have fun~!
This mod + tribals have guns + your fire mod made me fear tribal raids far later into my RW runs, and forced me to significantly and permanently change my play style and strategies. You've been responsible for some of my most memorable early/mid-game wipes. :D
I've been in a different country for the last several months, so very low on time as you can imagine, but I brought the source code along
I'll try to get my mods updated in the next few weeks.
"2454918552": [
"Vanilla Weapons Expanded - Tribal", "https://gtm.steamproxy.vip/workshop/filedetails/?id=2454918552"
],
"2521176396": [
"Vanilla Apparel Expanded — Accessories",
"https://gtm.steamproxy.vip/workshop/filedetails/?id=2521176396"
],
Which made me realize, rimpy isn't updated since years, rimsort it is then for the next playthrough
Rimpy thinks it needs VAE and VWE as dependencies
There's also an error on launch on the 1.4/Patches/VAE_Accessories.xml and 1.4/Patches/VWE_Tribal.xml files
Removing them solves the problem, and the mod works flawlessly without them
But I'll give you a fun way to trick psycasters to spawn regardless of storyteller:
In the StorytellerDef of your preferred storyteller, change the defName to <defName>VPE_Basilicus</defName>.
Yep, the code in VPE simply checks if the defName is VPE_Basilicus to decide whether or not to add psycasters ;p
So all you have to do is rename the defName of any storyteller you want to use to VPE_Basilicus and it will spawn psycasters
In one game, with 100, 200 and 300 raid points, it didnt work, but 400 raid points spawned the raid.
In another game, just 100 raid points spawned the raid.
New game and even in Dev quick start, the issue is there.
i made another mod list without CE and the issue is still there.
I'll check with only this mod and reply back.
Also, savage tribe is permanently hostile, so not friends with them.
1) What game version and DLCs are you running.
2) Are you able to reproduce the problem in a new game with the mods you are using?
3) Are you able to reproduce the problem with no mods other than this one?
4) If the problem doesnt exist in 3, You'll have to narrow down through process of elimination to find the conflicting mod.
Also could you perhaps have befriended the savage tribe? They won't attack you if you have positive relations with them.
I have one problem, where with this mod, savage tribal raids are not happening. I cant even spawn them in dev mode.
Once i remove this mod, i can spawn the savage raids.
Is this happened before or any known mod conflict?
There is no error, so no logs.
Thank you so much for responding btw!