Does anyone know if there is Ideologies error that removes roles when map is saved/loaded..
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#2
Releases / Re: [1.0] Faction Manager (4-11-2018)
August 03, 2021, 02:08:58 PMQuote from: vandal on August 03, 2021, 04:27:27 AM
is it possible to have a colony be unloaded but still aging? would pair well with a colony made up of babies from children and pregnancy and their parents so they can age up without having to be useless for a while, and let you focus on a secondary colony during this without having to worry about raids and whatnot
Though same thing, but you can just use Character editor to manually do that.
#3
Releases / Re: [1.0] Faction Manager (4-11-2018)
August 03, 2021, 02:07:07 PMQuote from: mospidatru on December 13, 2020, 08:56:26 AM
Updated for RW1.2: https://github.com/bananasss00/FactionManager/archive/master.zip
and plugin for SetupAndCamp: https://github.com/bananasss00/FactionManager/files/5684665/FactionManager-SetUpCamp.zip
Thank you!
#4
Releases / Re: [1.0] Faction Manager (4-11-2018)
November 28, 2020, 02:40:42 PM
Can anyone make 1.2 unofficial patch?
Or does this work without problems?
This + empire mod makes whole game into something far greater specially with royalty dlc (thou its over prized)
Or does this work without problems?
This + empire mod makes whole game into something far greater specially with royalty dlc (thou its over prized)
#5
Releases / Re: [1.0] EdB Prepare Carefully - v1.0.13 (28 Jul 2019)
June 19, 2020, 12:04:29 AMQuote from: Monzer on June 03, 2020, 09:08:59 PMfurtniter?
you can do that in game too with facial stuff just use the furtniter
and anyway to play with this and RJW?
#6
Releases / Re: [1.0] EdB Prepare Carefully - v1.0.13 (28 Jul 2019)
May 20, 2020, 06:14:25 PM
Is there any chance of having menu for changing pawn hair(maybe clothes and other layers) like in facial stuff?
#7
Releases / Re: [1.1] Children and Pregnancy - v2.1.1
May 20, 2020, 06:12:30 PM
Anyone knows how this plays with RJW, or is children and education better compatible..
#8
Releases / Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
April 26, 2019, 10:35:53 AMQuote from: TheWrongColonist on April 13, 2019, 12:31:03 PMThanks, i remembered these were part of this mod.
If you are talking about the "Harvest Everything!" mod there's an updated version for 1.0 on steam.
#9
Releases / Re: [1.0] Expanded Prosthetics and Organ Engineering 2.24 (24.10.2018)
April 13, 2019, 12:22:45 PM
Any chance someone could revive this mod? or is there other mods that let you do all sorts of organ removlas from prisoners etc...
#10
Releases / Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
May 19, 2016, 02:28:41 PMQuote from: Nanao-kun on May 17, 2016, 03:09:28 AM
Lazla, why are you using the CCL Modder's Resource instead of the User Release version?
Been tweaking things in vanilla settings so thought that there might be some files that i might need manually change to fit play style better.
#11
Outdated / Re: [A13] Skullywags Misc mods - Lights, Crafting, RoofBomb, ScarFixer, Storage
May 16, 2016, 07:37:26 PMQuote from: skullywag on May 15, 2016, 06:44:17 AMCan you make shelf that accepts all item classes
Updated extended storage, fixed passthrough on a few items im hoping this addresses the trade beacon issue. Also added a freezer chest, this does mean that mod is now dependent on CCL so dont forget that if you are updating and dont have it.
#12
Releases / Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
May 16, 2016, 07:33:20 PMQuote from: RagingLoony on May 09, 2016, 01:11:20 PMdamn man gimme that list cant find so many mods anywhere to this game.Quote from: Orion on May 09, 2016, 10:17:27 AMQuote from: RagingLoony on May 09, 2016, 04:59:26 AMNot until I get it to run myself.
Would it be possible to get a combat realism friendly version where visitors will spawn with backpacks and stuff?
i coyld send you my load order ig it helps? i have it running with something like 30 or 40 mods installed, including yours and combat realism, it all works, the only thing that doesnt is when a small group of visitors has stuff to trade, as the guy trading it cant carry it all by himself
#13
Releases / Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
May 16, 2016, 07:30:23 PMQuote from: Orion on May 16, 2016, 05:33:24 AM
Do you get any error messages in the console? Of course more mods increases the chance for a conflict, which means mods will stop working correctly. Unless you only use a modpack, you can't expect endless amounts of mods to work together without a problem.
No visitors will come and factions display they will not just use the visitor room nor any other item in colony just walk around in one spot and chat each other.. other mods are.
http://imgur.com/WTf5TqN
#14
Releases / Re: [A13] Hospitality (v1.11c - updated 26.04.2016)
May 15, 2016, 07:26:15 PMQuote from: qinlongfei on May 15, 2016, 07:06:42 PM
The concept of this mod sounds great, unfortunately it appears to conflict with Rikiki's Fish Industry mod as I notices some funky things happening when I have both mods activated:
The new food items I get from Fish Industry seems to lose its correct kind of resource as my settlers just leave the fishes on the dock to rot and not bringing them to the cooler (and I can't prioritize them to move it as the games says there's no available space to store them).
For Hospitality mod on the other hand, I can place done the guest beds, but the visiting traders don't enter the room and my warden doesn't have additional dialogue choice with them (just trade with them).
Not sure it's caused by some other mods I installed since I have a bunch, but so far I only notices those Fish Industry and your mod acting funky together.
Same here visitors just circle in midtown and leave not even entering building with guestbeds, any solutions?
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