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1) If you have a prosthetic weapon disabled and force target an enemy with it, it uses the disabled weapon and doesn't change it to enabled.
2) Pawns with enabled prosthetic weapons will fire them at enemies even when not drafted and they do not stop in order to take aim, even though Run & Gun is not enabled.
Obviously, you don't have to, and you may have already explained it in the mod description. It's just a suggestion.
However, I do have a real suggestion, Im not here to tell just how much I suck at computers:
"The mod names in related files should begin with same name or abbreviation, and have the number according to load order to make them foolproof."
Of course, everytime you think you make something foolproof, evolution just creates a better, more advanced fool.
It was someone else´s mod that messed it up, not yours.
Still. abbrev+mod number would be good practice, since I still managed to get confused.
Exception ticking hediff (MSEPC_PCSARM_CLB left arm ticksSinceCreation=65598) for pawn Balcuc. Removing hediff... Exception: System.NullReferenceException: Object reference not set to an instance of an object
at BulletCasingMote.TryCastNextBurstShotPatch.TryCastNextBurstShot_Postfix (Verse.Verb) <0x000e2>
at (wrapper dynamic-method) Verse.Verb.TryCastNextBurstShot_Patch2 (object) <0x00984>
at Verse.Verb.VerbTick () <0x00075>
at Verse.VerbTracker.VerbsTick () <0x00058>
at OrenoPCF.HediffComp_VerbGiverExtended.CompPostTick (single&) <0x00031>
at Verse.HediffWithComps.PostTick () <0x0007b>
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.HealthTick_Patch1 (object) <0x001ef>
Verse.Log:Error(String, Boolean)
Verse.Pawn_HealthTracker:HealthTick_Patch1(Object)
Verse.Pawn:Tick_Patch2(Object)
Verse.TickList:Tick_Patch2(Object)
Verse.TickManager:DoSingleTick()
Verse.TickManager:TickManagerUpdate()
Verse.Game:UpdatePlay()
Verse.Root_Play:Update_Patch1(Object)