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In that case I'm glad the mods work together, thanks again for the testing!
About disabling the CE auto patcher - I'll still keep the note there, sounds safer to disable it if we don't know how it behaves otherwise :)
Also just wondering: Why do you use this mod with CE in the first place, if CE has its own auto patcher?
Video link: https://youtu.be/egymb8hgiXE?si=ybwB0sWMg2rlrz_k
I have Vanilla Apparel Expanded. This mod is at the bottom of the list (so it can patch everything above it). Move modded gloves/shoes to separate layer and remove modded gloves/shoes from NPC loadouts is checked.
Shoes / Boots are not moved to a different layer (and likely the gloves the mods adds though I haven't made any to check).
Did I misunderstand and this mod doesn't actually auto patch all modded apparel?
Please check the settings of this mod and enable all compatibility patches except "Disable modded gloves/shoes".
here's the image again
I don't think I have any mod that enable both?
This is related, you've got another mod somewhere that's spawning both pants and shoes on the same pawn. Which compatibility patches have you turned on in the mod settings? I recommend turning on all except "Disable modded gloves/shoes"
https://media.discordapp.net/attachments/627885360503980052/1412686644116590602/image.png?ex=68ba83f6&is=68b93276&hm=44305545ab52ee41c479c7cc8e44ec2e8fb20e820de821139cd27e2ba7543e45&=&format=webp&quality=lossless
I have a feeling this might be linked with this mod. Or am I stupid?
If you can confirm it as working, I'll gladly add the 1.5 tag back.
Failed to find Verse.ThingDef named RotR_LongingRing. There are 8064 defs of this type loaded.
Failed to find Verse.ThingDef named RotR_StardustBracelet. There are 8064 defs of this type loaded.
but i don't have any mods about ring or bracelet
I suggest you go in this mod's settings, turn off the "disable gloves" compatibility patch and instead turn on the other two compatibility patches, which are less aggressive. Let me know if that helps.
@fivetimeconstants If my understanding of modding is correct try loading this mod " Full Armor - Hands and Feet [1.6]" after all mods that add gear. Though I may be off base I am still learning load orders with different mod types myself. Moving it to the bottom of that list should work but I for sure think it at the very least needs to be under all of the game expansions. If you don't already I recommend using RemSort to sort your list. It has some other handy features as well once you start running more mods and need to optimize stuff. https://github.com/RimSort/RimSort
Load Order:
- Harmony
- Core
- Full Armor - Hands and Feet [1.6]
- Royalty
- Ideology
- Biotech
- Anomaly
- Odyssey
- Vanilla Expanded Framework
- Vanilla Psycasts Expanded
@tide{S}haper industries - Thanks for the heads up, this has been helpful in developing the new version :)
- Added mod options
- Added compatibility fix for modded gloves and shoes
- You can now choose which apparel is included in the patch!
To support all this, I added C# code, so this is no longer a pure-XML mod. In fact, none of the original XML from SteveZero's version remains :D
I might look at incorporating similar functionality to automatically disable gloves/shoes from other mods.
And of course you're right, I didn't want to make a big description and just link to the original mod, but seeing as I'm full on adopting this, I'll write a full description including compatibility warnings as well :)
Thanks for the feedback!