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The most certain way is to ask the modders who use PawnkindRaceDiversification. It looks like PawnkindRaceDiversification applies to races that use HAR, but it seems to be badly incompatible with Biotech.
This mod has no DLLs and has no idea what PawnkindRaceDiversification is that causes errors. Please note that this mod is only XML-based on the Biotech DLC.
[Ref 3985A2A4]
at System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00011] in <351e49e2a5bf4fd6beabb458ce2255f3>:0
at PawnkindRaceDiversification.Patches.HarmonyPatches.ApplyPatchIntoMod (PawnkindRaceDiversification.PawnkindRaceDiversification+SeekedMod modToPatch, System.String className, System.String targetMethod, System.Type[] parameters,
at PawnkindRaceDiversification.Patches.HarmonyPatches.PostInitPatches () [0x00022] in <748cae8164b84821925d97e9a44d9b29>:0
at PawnkindRaceDiversification.PawnkindRaceDiversification.Initialize () [0x0008c] in <748cae8164b84821925d97e9a44d9b29>:0
at HugsLib.HugsLibController.LoadReloadInitialize () [0x00085] in <2bbbecee70b146fca954909f7063f2d6>:0
- POSTFIX Dubwise.Rimefeller: Void Rimefeller.RimefellerMod:Postfix()
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:HugsLib.HugsLibController.LoadReloadInitialize_Patch1 (HugsLib.HugsLibController)
Verse.LongEventHandler:RunEventFromAnotherThread (System.Action)
Verse.LongEventHandler/<>c:<UpdateCurrentAsynchronousEvent>b__28_0 ()
System.Threading.ThreadHelper:ThreadStart_Context (object)
System.Threading.ExecutionContext:RunInternal (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object,bool)
System.Threading.ExecutionContext:Run (System.Threading.ExecutionContext,System.Threading.ContextCallback,object)
System.Threading.ThreadHelper:ThreadStart ()
Have one with a monosword (found in ancient danger at day 1) single-handedly nuking entire raids, thanks to that jump ability.
It's fun.
I just hope she won't get a lucky headshot, rest of the colony are helpless puppies against kind of raids we are getting.
Just curious! I like more xenogens... I have literally hundreds of xenogens in my game now!
No, Either use Lapelli's HAR version, or the HAR should fix the bugs.
I had it installed before with the non-Biotech version, and wasn't using it for anything else, so I figured I might as well remove it. This also removed the error.
I'm... not entirely sure what this means, but I don't feel like a mod that doesn't require HAR anymore would error out on still having it, as other race mods might still need it as they're dependent on it? Then again, what do I know? I didn't even understand the error. :D
Try uninstalling the mod and reinstalling it. The test found no issues.
Could not resolve cross-reference to Verse.HeadTypeDef named Lapellian_Male_AFACE
The other 7 are with B C D, and then also the female variant.
Considering this is the only Lapelli race mod I got, I'm presuming I'm missing another mod?
:(
It is impossible to change only the head type unless the gene is created separately.
The headless bug is probably a HAR bug.
This seems common with modded biotech races. So I'm used to it happening and usually fix the head myself by using the character editor, but none of the heads show up there either.
I'll see if I can try to replicate the problem, maybe I have a mod conflict.