![]() There were more calls to BeginScrollView than EndScrollView. My traits don't seem to work either, I keep getting these errors in the log: Going on the Traits Expanded mod to post the same thing, have a nice day All was fine until i loaded the Traits Expanded. My mods are: Dubs Break Mod, EdB Prepare Carefully, While you're up, Aparello 2, Xeva's Rimhair. I believe it's because of incompatibility, and I'm here to inform. If i do so a few times, half the screen dissappears (the skills part and the traits part). You can't add a single trait (there is no 'add' button, and there's only 6 traits, although the mod adds 53) nor am I able to switch traits by the arrows next to the trait name. When i do so, everything's normal, but the trait system is broken. Everything's fine, can normally run the game, as long as I don't press Prepare Carefully. So i go aight lezgo, and launch the game. So i installed the More Traits/Traits Expanded by TheFlameTouched, in which post he said that it's normal for the mod to warn you about uncompatibility. I seem to have an issue in compatibility, and I'm unable to determine which mod's the problem, as I'm a noobie in these things. But I still like the concept of a Points Limit to prevent me from going overboard, so I thought I'd mention it's a little bit buggy/inconsistent. I originally wasn't going to use that part of PC, but then realized spending a fair bit of time randomizing to get a good mix of skills was dumb when I can get the same result with less time. It's weird.Īnd yeah, you can make a powerful starting colony without PC. Going back and randomizing in the start screen can change those numbers, going back to the seed to have it randomize everything will make the numbers change drastically. Everything in the preset is exactly as it always is, the only change is in whatever colonists I start with in the original screen. Yeah, but the clothing in my preset doesn't change. Ok you don't have pawn finetuning like at PC but still possible. You are aware that the clothing are randomized too ?Īnd even without PC, you can use the scenario editor to made a powerful starting colony too. Verse.LongEventHandler:LongEventsUpdate(Boolean&) Verse.LongEventHandler:UpdateCurrentAsynchronousEvent() Verse.LongEventHandler:ExecuteToExecuteWhenFinished() Verse.StaticConstructorOnStartupUtility:CallAll() There was an unexpected exception.Īt (wrapper managed-to-native) :GetTypes (bool)Īt () in :0Īt Harmony.AccessTools+c.b_1_0 ( x) in :0Īt +c_Iterator12`2.MoveNext () in :0Īt (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) in :0Īt (IEnumerable`1 source, System.Func`2 predicate) in :0Īt (System.String name) in :0Īt () in :0ĮdB.() Look's like another mod try to patch this mod.įailed to patch the game code as needed for Prepare Carefully. Maybe you should post a logfile, the green "Share log" button prefered, that include the modlist too. QuoteFailed to patch the game code as needed for Prepare Carefully. Posting the game's log file somewhere (if you know how to do that) can help, but only do so if this if you've pared down the number of mods you're using to a minimum.Quote from: Canute on September 27, 2019, 03:31:11 AM In other cases, I have heard that some people have success with uninstalling and then reinstalling the game, but it's difficult for me to recommend that approach. Sometimes, an error while loading another mod that is before Prepare Carefully in the mod order causes Prepare Carefully not to load properly. If you've got dozens of other mods installed, it can be difficult to know what's causing this. The mod will not work with earlier versions of the 1.3 game. If you're running version 1.3 of RimWorld, make sure that you're running at least version. This will be obvious to experienced mod users, but if you're new to RimWorld mods, you need to go into the Mods menu when you start the game and explicitly enable a mod after you've subscribed to it. ![]() Why doesn't the "Prepare Carefully" button appear for me?First and foremost, make sure that you've enabled the mod.
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