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King
With additional content take as much time as you need.
Thank you for all your hard work on the mod.
Also really liking the last update!
most be some mod conflicting with it. there is no issue on my game
@Pcspiker Incompatibility would be the most logical as it was working perfectly fine a month ago and nothing changed since then apart from auto update of the other mods (and i see that realistic body is one of them, could be the culprit)
https://gist.github.com/HugsLibRecordKeeper/e7809c8896fa8a911aac1d3588542b5a
@KyuubinoTamamo - No plans on making a Xenogerm currently.
It's weird that they seem to exclusively sell human apparel, and Kurin weapons are rare (I see the occasional surigum). There's an argument that most of their customers might be humans, but I'd think they'd mostly offer things that they use themselves and are adept at making.
You'll have to go into the V Trading Expanded langage folder and edit keyed.xml
Add this: <VTE.KurinBankName>Bank of {FACTION_name}</VTE.KurinBankName>
I don't know how to patch things so this is a dirty work around.
"Could not resolve cross-reference: No Verse.HediffDef named Kurin_MechanitorEarHediff found to give to AlienRace.ExtendedGraphics.ConditionHediff AlienRace.ExtendedGraphics.ConditionHediff"
The latest version makes Kurin_MechanitorEarHediff conditional on Biotech, but something is expecting the hediff to be present. There's a cascading series of dependencies that I couldn't figure out (maybe something in the DLL?).
Not the most elegant solution, but the errors go away when I go back to my earlier solution. I just modified the definition of Kurin_MechanitorEar in Surgery_BodyParts.xml to include MayRequire="Ludeon.RimWorld.Biotech" for each of the two research prerequisites, then removed the latest version's MayRequire conditions on Kurin_MechanitorEar and on Kurin_MechanitorEarHediff in Surgery_Hediff.xml.
Not ideal, but much better than red errors. I hope this info is useful to you, @Seioch.
Once you do that and load the game; you should have new starting scenario.
Kurin Mod Showcase
Designermate Escape
You can also go into the Scenario editor to make the faction you pick as 'Kurin's New Home' or something like that.
I highly recommend Real Faction Guest to make Kurins spawn from crash pods and be the correct race when they join you as Guests or from Quests. Do note that normal pawns *can still spawn with Kurin backstories.*
heres the hugslog: https://pastebin.com/RWiqAH6X