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The rest seems to be working fine!
Mouse position stack is not empty. There were more calls to BeginScrollView than EndScrollView. Fixing.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
Verse.Widgets:EnsureMousePositionStackEmpty ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch2 (Verse.Root)
Verse.Root_Play:Update ()
this repeats
After doing some snooping, I think it has to do with how the weapons* in Medieval Times are defined. To get technical, when defining weapons VWE and R:AV use default bases, while Medieval Times and Gun Nut (another mod I tested) use custom bases, and those are the ones that don't orient properly.
Maybe I'd ask about it over with the ASF fellas because I don't know if it's something I can control myself.
If it is, I'll try to fix it.
*fixed an annoying typo
By the way ASF handles item rendering, it shouldn't be a problem. Weird.
As always, let me know if I managed to mess something up.
@Hannibal similarly, the melee weapon rack is from Reel's Expanded Storage . Melee weapons would be displayed pointing up (upside-down to the screenshot) on my racks.
Wasn't a big change but as always if I somehow broke something let me know
Thanks for testing. Guess they should be reserved for the armory instead of the defensive combat area.
Also I remember hearing that the game is unhappy with stack sizes more than 20 per cell, which is something to think about.
Also @ShinUon after some "testing" involving a drop pod raid and a triple rocket launcher, the crates, unfortunately, dont offer any additional protection from damage.
Like protecting a mortar inside from damage or preventing ammo from cooking off?