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The traceback appears to involve this mod, Advanced Cyberwarfare, Situation Reports, Sim Constructor / Sequential Mod Loader, Function Library, OMNI Foundry Plus, Community Bug Fixes, and Generation Options+ -- in approximately that order, plus some repeats.
I don't think it's just this mod causing the breakdown, but do you have any insights into what interaction might be at fault? It started happening most recently when I changed up some presets, so maybe I can figure out what to turn off to make it stop.
i played with disable action cam, sim constructor, quick loader, ui tweaks reloaded, talkitive agents for a good bit just fine. i installed the other mods and decided to try a new save and issues started to happen with the new save. didnt touch the old save, but i was also expecting that the new mods only affect new saves and the old saves would work with the new mods disabled.
https://pastebin.com/Vg4tRbN1
https://pastebin.com/Hcsbc0m2
Could you send me a log? (On windows C:\Users\YOUR_USERNAME\Documents\Klei\InvisibleInc\logs\invisibleinc.txt) If the log file looks empty or nearly empty, you may also need to display "Gameplay > Batch Logging" in the options menu.
Also added a radius highlight to the current cursor position, to help identify when your path continues past where the guard can hear you.
And I'll add a compatibility check with Quick Loader to my queue. Depending on how things look, I might just push the existing "no warning for KO'ed guards" update or try to get in some additional fixes.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3040923398
I still saw the effect for me. The room the guard is in was the starting room, I left him there. Only his body there.
the world disappears and turns black, only the menu stays, but the game is frozen for a couple of seconds, then a pop up tells me a dump has been made.