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@Toyota AE86 I'll take a look at those mods and see if I can add compat for them
As a disclaimer I am playing on 1.4 so I don't know if this issue is already fixed for 1.5+ or not.
What are the effects of playing S&D with VEF with the ThinkTreeDef missing?
[Search and Destroy (Continued) - Start of stack trace]
Verse.PatchOperationAdd(xpath="Defs/ThinkTreeDef[defName = "VFE_MainMachineBehaviourViolentActive"]/thinkRoot[@Class = "ThinkNode_Priority"]/subNodes/li[@Class="VFEMech.ThinkNode_ConditionalHasPower"]/subNodes/li[@Class="ThinkNode_Priority"]/subNodes"): Failed to find a node with the given xpath
[Search and Destroy (Continued)] Patch operation Verse.PatchOperationFindMod(Vanilla Expanded Framework) failed
file: C:\Program Files (x86)\Steam\steamapps\workshop\content\294100\3232242247\1.6\Patches\VFE.xml
The original version worked with the "Multiplayer mod", would it be possible to restore that compatibility?
Thank you, and I appreciate your hard work.
"[Search and Destroy (Continued)] Patch operation Verse.PatchOperationFindMod(Vanilla Expanded Framework) failed
file: S:\Steam\steamapps\workshop\content\294100\3232242247\1.6\Patches\VFE.xml
Error in static constructor of RelevantStatsInDescription.RelevantStatsInDescription: System.TypeInitializationException: The type initializer for 'RelevantStatsInDescription.RelevantStatsInDescription' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
[Ref 72AB1A6F]
I've opened an issue on the Github if you wanna add more info or anything ^.^
https://github.com/MemeGoddess/SearchAndDestroy/issues/15
@Etarnax I have a 1.6 build already, just waiting on HugsLib to be updated ^.^ Sadly RunAndGun uses HugsLib a lot more than S&D did, so I probably won't be able to remove it.
The Mod is Tweaks Galore, specifically, the 'Hunt with Melee Weapon + allow Unarmed' option.
I suffered with the issue for a while, After disabling that option (I had it on while playing with Revia, since their claws are amazing), I noticed the issue no longer occurs.
This may be a false cure, but colonists no longer walk into enemies completely now.
@Renzor Glad you're liking it! Let me know if there's any issues with mod compatibility and I'll see if I can fix it
@Sedrido Appreciate you confirming that <3