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<include>
<li>NamerMinotaurBaseExpanded</li>
</include>
into RulePackDef - NamerSettlementMinotaurOutlander
You forgot to do it. That's why I had a lot of problems translating your beautiful mod. ^_^
Or explain why the game should pick up paths without explicitly pointing to them.
This isn't that much of a problem except restricted skills don't seem to work properly. Funnily enough I used Character Editor to check on the world pawns generated for your factions, none of them had drawn their backsories from the intended pools.
Now that's weird! I have no idea why that's the case. All xenotype backstories I've written have unique tags that only their factions use, such as 'FaunOnly' or 'SatyrBard' for example. Is this happening with any other xenotypes or factions, or just mine?
Well I'm running around 350 mods so there's really no way to know if the problem comes from your mods, I just thought I'd mention it in case you had any idea... I still dug out more world pawns out of curiosity and here's what I found :
Minotaur backstories tend to stay "solid" meaning childhood and adult drawing from the same tag ; Faun and Satyr seem to break more easily (meaning getting paired with random stuff).
The Saurid faction reaaaaaaally seems to like your minotaur backstories, also they're all dressed in black when they pull Minotaur, is this intended somehow?
Haven't gotten a visit from the minotaur's factions so can't say anything, but the Faun and Satyr that spawned on my map DID adhere to a logical backstory use
Also Vanilla Backstories Expanded seems to break the original game's solid pawns such as Darklight or Humps
Just a couple of small things.
Could you allow for some of the Minotaur items to be craft-able (the spacer stuff), as it is very rare to have it spawn in.
Also, with the milking station, regardless of mod settings, both sexes can be milked by the machine.
in my game they have baseliner head shape