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Some mods are on my permanent list, sometimes just for a small item, and this is one of them.
If it helps, I noticed that this mod in particular was preventing plants from growing.
I specify that English is not my mother tongue, sorry if it is bad !
<Patch>
<Operation Class="PatchOperationAdd">
<xpath>/Defs/BeardDef[defName = "NoBeard"]/styleTags</xpath>
<value>
<li>Istari</li>
</value>
</Operation>
</Patch>
like the seer beard already there, I think the issue is that 'NoBeard' is actually a beard aswell in the vanilla game, just invisble and it has to be in the allowed list (which are only 'Istari' ones for the wizzards)
Getting random element from empty collection.
Failed to find Verse.ThingDef named Mote_Smoke. There are 3081 defs of this type loaded.
Exception ticking FlyingObject_WolfSong284516 (at (74, 0, 117)):
next test i will turn off all mods and test just this mod alone
Verse.Log:Error(String, Boolean)
Verse.DirectXmlCrossRefLoader:TryResolveDef(String, FailMode, Object)
Verse.WantedRefForList`1:TryResolve(FailMode)
Verse.<>c__DisplayClass15_1:<ResolveAllWantedCrossReferences>b__0(WantedRef)
Verse.<>c__DisplayClass6_1`1:<ParallelForEach>b__0(Object)
System.Threading.QueueUserWorkItemCallback:WaitCallback_Context(Object)
System.Threading.ExecutionContext:RunInternal(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.ExecutionContext:Run(ExecutionContext, ContextCallback, Object, Boolean)
System.Threading.QueueUserWorkItemCallback:System.Threading.IThreadPoolWorkItem.ExecuteWorkItem()
System.Threading.ThreadPoolWorkQueue:Dispatch()
System.Threading._ThreadPoolWaitCallback:PerformWaitCallback()
Other than that it seem like the starting scenarios are hostile to the empire at the beginning (the elvish and wizard ones are at least) and the mallorn forest doesn't spawn any modded animals. But those are minor i'm just signaling them to let you now. Cheers ^^
https://docs.google.com/spreadsheets/d/12SVLtad9tenuEEeJUU4U9xUsTrgp4GPCe8uK8YLRJFE/edit#gid=0
Thanks!