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Along with it will updates that remove dependencies, remove the destructive base game xenotype removal, and a balancing pass across all the patches xenos
Not sure when I'll be able to get to features around xenos and broader integrations with other mods
yes, redoing the patches for faction patching
rebalancing the xenos
and removing the base game xeno removals
hopefully this week
A patch with the base-game xenos would be appreciated for more compatibility
Error while generating pawn. Rethrowing. Exception: System.ArgumentNullException: Value cannot be null.
Parameter name: key
I'm wondering if it's because of the way I've handled some of the base game xenos, a little destructive with the removal of highmates/hussars/genies, if you have mods that edit those that may be what's causing your problems
I'm working on an update that'll make their removal less destructive, but my wishlist for the update has grown pretty big, so I don't think I'll have it out for a week or two.
Good job on the mod in any case!
I'm just trying to figure out what I replace the remaining base game Xenotypes with
Transformed some Base Game Xenotypes into Star Wars Xenotypes
- Replace Wasters with Weequay
- Weequay xenogenes now include more genes from Wasters
- Replace Dirtmoles with Chadra-Fan
- Made Chadra-Fan better miners and UV sensitive
- Replace Genies with new Muun Xenotype
- Replace Pigskins with Gamorrean
- Replace Gamorrean in the modded faction spawns with new Ortolan Xenotype
- Replace Sanguophages with new Anzati Xenotype
Fixed some Xenotypes that were accidently left as copy pastes of others while as I was patching 60+ Xenos
Renamed the variant Sith subspecies to include "sith" in their name: Sith Massassi, Sith Kissai, Sith Zugurak