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I'd be surprised if my mods need significant changes - but I'd have to reinstall the game, ideally get the DLC just to be sure and do a thorough comparison of the game files vs. my changes. It's been years, so it's not as quick as that sounds as there's also a degree of re-familiarising myself with the structure.
It could very well be that the mod works fine 'as is', other than the little warning about the version :) (It all depends if anything related to it was changed)
I also don't own the previous expansion nor have any plan buying this coming one any time soon, and that does make updating mods a little more complicated as I can't verify if there are conflicts with any expansion mechanics.
So I'm not sure yet.
Either way, you can just edit the xml files of the mod and change the stats for the clothes to balance them the way you like, that would be easier than disabling them :)
But if one item simple outmatches all the others, then why?
Just my two bits. I still love this mod, all in all, but I found myself disabling all the clothing for this reason.
If it's a popular mod, I generally don't mind including a patch for it.
No extensive testing done as I am on the move, but no error on load up and no error with my full mod list. So thanks for your time and work!
There was an item which should only have loaded for those with the Royalty expansion, but it was inadvertently duplicated into the version which loads for people without the expansion as well. This would cause the error.
The error should disappear after the update.
Could not resolve cross-reference: No Verse.ResearchProjectDef named NobleApparel found to give to Verse.RecipeMakerProperties Verse.RecipeMakerProperties
To check mod compatibility I disabled every other mod and tested with only:
Harmony
Core
Vanilla Expanded Framework
Evil Tactician's RimWorld Tweaks
In that order. The error occurs on startup.
I've also taken the opportunity to update the mod for RimWorld 1.4.
The Anime Tree build radius patch was removed, as it hasn't been working since 1.3. It was displaying the radius, but never actually applying. There are better mods which handle this in the workshop.
All tribal gear is flagged as such, so any trader which wouldn't buy normal tribal outfits will also not buy these. I've had a quick check in the code just now and I don't see any evidence to suggest the new tribal gear would behave any different to vanilla.
As far as I know only "Exotic" or the tribal equivalent "Shaman" merchants will buy tribal gear?
And, do those factions buy vanilla Tribal outfits?
Unless something changed in the latest patch, there isn't anything in these pieces of gear which functions differently from vanilla tribal equipment.
Happy to update if someone let's me know what's broken? Most of the functionality should just work unless the game made major changes to them.
(As usual make sure people have the same mod set-up and same mod settings in-game, having different settings or toggling things on and off differently from one another would definitely lead to some incompatibilities as you'd effectively be using different mods.)