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Regardless of your answer, thank you for your work. Your custodianship of so many mods that would otherwise fall by the wayside is invaluable.
The two that looked weird were considered "teenagers" (at like 500 years old lol) by the Babies and Children mod, so it was trying to scale their sprites.
if you go into the babies and children mod settings, at the bottom is a list of every race. find the elder things, and click the 2nd icon (not the one that needs a restart). It pulls up a window, de-select "enable scaling for teenagers" (and children I'd assume).
Did that, a few seconds later, both of them morphed into normal looking (well, relatively speaking) sprites. <3
my mods list: https://rentry.co/fqn3t
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2137637809
It's something that exclusively happens when the game is started as "Elder Things Survivors", either by the default scenario given in this mod, or any other edited one that selects Elder Things Survivors from the droplist, even if they don't have elder things in them.
There are some areas that might have problems based on the descriptions of the VFE-mod:
- Elders have requirements on where the settlement can spawn and and only frozen regions are valid. If VFE modifies this that might be a cause.
- The viking mod adds custom hairstyles and might have a patch for the hair-draw function of vanilla. This function is also patched by this mod as elders have no hair.
- There might also be a conflict of the weapons when generating a pawn, if the viking mod modifies the tech-level or similar.
Perhaps users with other mod-conflicts can see some pattern in what type mod-content that causes issues with this mod?
As long as I start as a different faction, the world generates fine though, with the AI Elder Things settlements just fine.
The result is this warning:
Not creating guest beds for sleeping spot from Core. It does not have a CompAssignableToPawn_Bed.