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result unexpectedError was not handled by Unlockachievements.
I am trying to look what could it be.
As far as I know, neurotrauma just kinda does that at the start of every round. I've not experienced any negative effects from that happening, and it seems to stop a while after the map is loaded.
If it's something else that I'm not describing, then let me know with a bit more description, because I've not seen what you're talking about if it's not that.
With this mod enabled (above or below NT-Fork, dosen't matter), antibiotic ointment doesn't stack, yet is still consumed immediately upon its first use, which is problematic for treating burn injuries because you have to carry an entire crate of the stuff.
Thanks a bunch for your mods, they're great fun!
1. Copy the mod files into your localmods folder,
2. Copy each talent tree in the TalentTreesnew.xml file and paste it into every other class's talent tree list in the same file.
3. Activate the local version of the mod in your mod list instead of my published one.
Timer.Wait(function() >access variable from another mod< end,1)
I'm assuming everything should function just fine, but I'm only one person, so let me know if there's anything I missed in my testing.
Otherwise, yeah, I haven't touched my mods since the update, and there's some stuff that needs fixing. Also the new neurotrauma fork will probably need some integration, since they're planning on changing some stuff in it.
1. Copy the mod files into your localmods folder,
2. Copy each talent tree in the TalentTreesnew.xml file and paste it into every other class's talent tree list in the same file.
3. Activate the local version of the mod in your mod list instead of my published one.
As far as I know, all talent mods override the same files, so they're inherently incompatible. It wouldn't be a hard version of this mod to make though if you wanted all talents on all classes. You'd just have to make a local version of this mod and copy/paste each talent tree into the other ones in the TalentTreesnew.xml file.
Depends. Already existing talents are easy to mess with being that they already exist and you can change numbers or effects to your liking. Making new ones generally isn't too hard, but it just depends on the effects of your talent.
Also, as an aside, how hard are talents to work with? Plan on making some of my own soon
I ended up making the recipe available if you take the second talent option since it's a separate mod so no one should be confused by what it is supposed to be.
If you wanted to make a patch for that yourself, you could just get the xml for the cartridge item and remove 'requiresrecipe="true" ', put '<override>' before and '</override>' after the item. Then put the patch above enhanced reactors in your mod load order.
Or would it be best to ask the other mod creator instead ?