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Oh dear.
I don't know if I'll touch back on this mod anytime soon, either.
Sadly I don't know how to mess with that myself.
Don't know how to do that at the moment, haven't modded Rimworld in weeks.
Also, the way I implemented this mod was kind of janky anyway X_X
I did find out about this problem while testing, but I guess I gave up at some point and just accepted any part where medievalizing them worked
Removes those patches for the VOID boss and RH_VOID_Elite seem to fix it, but you could also add a condition where it checks to see if the VOID boss has those tags, and only adds the weapons if he does.
Otherwise, this looks like a great mod, and it'll be interesting to see if VOID can be defeated with medieval technology
[V.O.I.D. for Medieval Overhaul - Start of stack trace]
Verse.PatchOperationReplace(xpath="/Defs/PawnKindDef[defName="RH_VOID_Boss"]/weaponTags"): Failed to find a node with the given xpath
[End of stack trace]
@Saul - Alright! Also try out Modded Weapon Sound Patch if you're playing with VOID, because even without the guns it changes the monster voices too :3
But I'll go with the nerf mod...
-And then I decided that it would be too boring.
If you mean if this mod should exist, still yes because void is way to strong without it in a medieval playthrough, and void is a popular and fun faction to fight.
God knows when we'll get them to the tribal era.
@Elementyo - Sacrifices must be made for the sake of others . . .