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Thanks! It's fixed now. (I could do something like adding Toughness_Positive tag to all positive toughness genes and make Mystic warrior only conflict with those genes, but I chose to simply remove Delicate gene from Authority.)
With both on delicate overwtites it, while if the category patch is off mystic warrior overwites delicate.
This mostly matters because big and small heaven and hell mod the Authority race has both, and just spawns in with only delicate active.
Based on the google doc this doesn't seem like the intended interaction, it seems like a consequence of changing how it stacks with the tough and other such genes.
I just turned off the gene category patch for now but thought id make a mention of it
Sorry, don't mean to be annoying :P
Great mod btw! Excited to start using it!
Thanks. It's fixed. (The patch was conditioned to activate with B&S + any of its content mods, but it looks like these pawnkind defs were moved to B&S Races on 9/8.)
You likely have a mod conflict (I don't get these errors at least). I won't download all your mods and search for what mod is conflicting. If you provide me with a minimal mod condition to reproduce the error, I can disable the patch with that mod.
https://gist.github.com/HugsLibRecordKeeper/5a69a515669e4289311b17bcdb91e1ce
Reported conflicting patches are, and will be disabled if CE is loaded. However, I don't check CE compatibility myself.
Removed corresponding patches.
@Victoria on Fire
The only recent changes that touches Altered Carbon 2 is adding Factication as research prerequisite to Advanced shield reseqarch project. The only patch this mod has for sleeve gestation just changes stat values of quality genes. I just tested Sleeve gestation works fine with this mod.
I don't think you checked your issue is caused by this mod, but even if you did, it doesn't matter if you don't write about it in the comment.
Late. Auto-sort also works.
Could you please point out which specific option controls the sorting function? That would really help me troubleshoot the issue.
Thanks again for your help!
That's actually intentional. Genes are sorted by functionality as a result of gene cateogry reallocations: I had to either move every modded archite genes to archite category which is placed on top, or move every archite genes to their corresponding categories if any. I chose the latter.
But I just made gene category reallications optional, so you can turn it off if you don't like it.
This mod doesn't touch BoneReapers mod at all. I don't remember any changes that would affect your issue, either.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3558760095
The conflict with Gondragon's tech tree should be resolved now.
But I won't act like I'm confident about that lol
- I think you have a mod that add some stuff to Gunpowder reseach project from VWE, which research merging (1) option removes. You won't be able to craft it.
- The conflict from research merging 2 option should be resolved by the update I just pushed, but you might get another error from another patch.
- No conflict from research merging 3 option (if you enabled it)
But I wonder if they're game breaking or not, I honestly haven't been brave enough to play a save with it enabled as much as I want to, so I humbly come forward with a log and ask your opinion.
This is the log here: https://gist.github.com/HugsLibRecordKeeper/953904daa3549b4f2140813f24eaf8a4
Thanks. I could replicate the issue, and it was resolved by removing the patches that scale raid wealth multiplier / mass carrying capacity with body size. (I still haven't figured out why that happens though. Since it only occurs when loading the save twice, there might've been some weird interactions with body size cachings of these mods.)
Retested without HAR and it is not a factor. Another factor that can foul the testing is any body size traits not related to the Frost Jotun xenotype. During retest, the "Small" trait made the Jotun only fall unconscious instead of outright killing.
https://youtu.be/kqMrJ4qRA3g
I couldn't replicate the issue. I firstly tried (save with B&S + Alpha Genes then add TMM / save with B&S only then add Alpha Genes and TMM) * (Load twice without resave / Load, save, load), then I noticed your log contains HAR, so I tried them again with HAR, and still couldn't replicate that.
https://youtu.be/MXWG2XUgj4A
https://youtu.be/al7gHkz6pG0
https://gist.github.com/HugsLibRecordKeeper/985d1f3694273711c31cf0f96513c845
Created test world while loading either Alpha Genes, or Too Many Mods - Compats & balances.
Spawned 2 children, 13 years of age, applied one of them Jotun xenotype, the other Frost Jotun. Apply 5 scratch hediffs to each so they have around 10 hp of damage. (Done this way to rule out Character Editor)
Save game and enable Alpha Genes and Too Many Mods, load the save twice, and the Frost Jotun consistently dies.
Loading twice with just one of these two (Alpha Genes/ Too many Mods) does not replicate the issue.
Still don't know if it's this mods fault or Alpha Genes' fault.
With what mod? How did you check this mod is involved? I've never heard anything like this, and have zero memory of adding xenotypes that is incapable of violence to any factions or pawnkinds.
And you can consistently replicate the bug with this mod?
This mod doesn't touch anything around save / load, killing pawns nor brain damage. And this mod is incapable of replacing something (like genes or hediffs) of pawns that already generated. The log you attached doesn't indicate involvement of this mod either.
If this mod is actually involved, you likely have a weird mod conflict, and I can't help you without reproduction steps with minimal mod list.
This mod doesn't touch anything around that. Are you absolutely sure that's caused by this mod?
Don't know if the log will be useful or not, but does mention the pawn in question, Elisa.
This mod is compatible with CE, but only in the sense that conflicting patches will be disabled.
That mod requires CE, which I don't use.
This mod already patches B&S - VU (as I can't just leave their genes cherry-pickered without replacing them). But I'm not interested in giving all hemogenic xenotypes Hemogen-eater, as it would make them less distinctive.
The B&S vampire mod makes use of a gene called Hemogen-eater for some of its xenotypes, but I think it would make sense for all other xenotypes that are Hemogenic to also have the Hemogen-eater, including the ones from VRE
As vampires are satiated off of drinking blood, I think it makes sense, especially for those using Dub's Bad Hygiene which adds a thirst mechanic for drinking water. Pawns with Hemogen-eater will have no need to drink water and eat food.
Thanks. Just pushed the patch update.
[Too Many Mods - Compats and Rebalances - Start of stack trace]
Verse.PatchOperationReplace(xpath="Defs/GeneDef[defName="LoS_Snake_Tail"]/label"): Failed to find a node with the given xpath
[Too Many Mods - Compats and Rebalances] Patch operation VEF.PatchOperationToggableSequence(count=124, lastFailedOperation=Verse.PatchOperationFindMod(Big and Small - Genes & More)) failed
Patches are applied after def loading, so it should be fine (This mod has loadAfter if this mod patch patches form other mods)
@TurtleShroom
Well, glad your problem is solved.
I found the culprits, which are here:
https://www.gtm.steamproxy.vip/app/294100/discussions/0/664963107066534130/?ctp=2#c600787986327686398
Oddly, they weren't wildcard problems. Rather, they were PATCHOPERATIONINSERT commands that had specific targets.