Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Does the way it works in the update you pushed today cause it to not work with custom factions? Because I liked that aspect too.
And I dunno why, but it seems to select these backstories for pawn generation far more frequently than I'd expect from a random selection. I was getting morph after morph. It was making Pawnmorpher content rather overwhelming and central rather than the additional side flavor I'd wanted out of it.
I do like these backstories (one of my favorite colonists in my current playthrough is a Chaocow Herder) but I think on my next playthrough I'm going to proceed without this mod. Unless you have a way to reduce/prevent the backstories' usage by the random generator?
You might want to add Pawnmorpher as a dependency, someone that hasn't seen the mod might think that this adds all the effects of it in vanilla.