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PS: Also VEF.Apparels.CompShieldBubble:CompTick is a big troublemaker, both add like 50-100ms per ~20 pawns.
I have a couple of other mods installed. They might be causing this. I didnt have timt to test around.
Faction The Crossbow Men of def VFEP_Mercenaries has no usable PawnGroupMakers for parms groupKind=Combat
Not compatible apparel, missing texture=Things/Pawns/Warcasketlike/WarcasketBarrage/WarcasketBarrage_male 1
I get the same thing for other body/warcasket type combinations too. At first, I was using Malang Bodies I and figured it was pawn body mod incompatibility, but I disabled it and still got the same error message. Am I missing something about how warcaskets work?
Do y'think this mod will work right out the gate with Odyssey. I know it's not a good idea to assume that for any mods, but do y'think it will?
Ideology forces Mercenaries to be supremacist raiders, meaning they have lowered favor with the player faction for no reason.
They also just don't make much sense. They're like... polite pirates? They rob and pillage to live according to their description, but whom do they even rob?
Any hired pirates can't have Xenotypes, also.
Anyone knows what this is?
to be specific, although it's my fault for using a modded starting scenario to try out Royalty, this seems like a bad added challenge to me. not only are you practically locked out of most Royalty interactions, but you also have to deal with ultratech raiders for no reason.
it's not like it makes a ton of sense or something, nobody else hates New Cove by default for being pirates.
it the armor name changes depending on which one i try to equip.
Even a lion kill the pawn with a warcasket when i try it in Dev mode.