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Pawn Jackalope threw exception while executing toil's finish action (1), jobDriver=RimWorld.JobDriver_PsychicPower, job=UsePsychicPower (Job_65824) A=Thing_Human701, toilIndex=0: System.NullReferenceException: Object reference not set to an instance of an object
at OvercappedAccuracy.OvercappedAccuracy+StatExtension_GetStatValue_Patch.Prefix (System.Single& __result, Verse.Thing thing, RimWorld.StatDef stat, System.Boolean applyPostProcess) [0x00001] in <a3840b58b0a041afbaf1555fe39c5d85>:0
at (wrapper dynamic-method) RimWorld.StatExtension.RimWorld.StatExtension.GetStatValue_Patch1(Verse.Thing,RimWorld.StatDef,bool)
at RimWorld.PsychicMod.addBrainBurn (Verse.Pawn user, RimWorld.PsychicPowerDef power) [0x0008a] in <0d11cd286adf41bab00145914ee4a2c6>:0
Type ShaderUtilities probably needs a StaticConstructorOnStartup attribute, because it has a field k_ShaderRef_MobileSDF of type Shader. All assets must be loaded in the main thread.
Verse.Log:Warning(String, Boolean)
Verse.StaticConstructorOnStartupUtility:ReportProbablyMissingAttributes()
Verse.<>c:<DoPlayLoad>b__4_2()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent()
Verse.LongEventHandler:LongEventsUpdate(Boolean&)
Verse.Root:DMD<DMD<Update_Patch1>?1363260032::Update_Patch1>(Root)
Verse.Root_Entry:Update()
I though this was Textures mods causing problem but no, I turn off those Textures mod affect Gun. And your mods is the one causing this, apparently when I turn off this mod, the yellow error gone.
Q2: Is this compatible with the likes of Mortar Accuracy or Accurate Mortars?
example: someone has 50% cover, the gun has 110% accuracy, this will now only be 40% more chance to dodge (- the 10% above 100).
all tho i can't confirm it, this sounds the most logical to me
for modded weapons depends on good their original accuracy is. all tho for all of mine it's balanced so far
nice little extra to add