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Messages - Jacksidious

#1
ok after some testing it seems after i build the automatic ai assembler and try to load a save with it

i get spamming errors of

System.NullReferenceException: Object reference not set to an instance of an object at RimWorld.SquadAI.Brain.SquadBrainTick().

is there a way to fix this? Im pretty sure its the assembler causing it because I built it saved immediatly and tried to load and got the error again

edit: forgot to put that im using cataclysm 2.5 on A12d
#2
Outdated / Re: [A10] Project Armory (v.3.00)
April 07, 2016, 09:13:18 PM
I really love and miss this mod. Any chance its getting updated to a13?

This and combat realism are my 2 favorites together so fun.
#3
Unfinished / Re: [A12] TheGentlePack (UOP REBOOTED)
October 04, 2015, 01:54:51 PM
Sucks too see nine go. He did a lot of great work even though others made the mods he did do a lot of work putting them together. Out of all the versions and alphas I don't think I had 1 bug from his modpacks if there was they were fixed very fast. Stuff happens though, glad someone is picking this up!
#4
Love this mod, so much fun. So happy to see it for alpha 12 now!

Thank you!
#5
Not sure if this is a bug or if its meant to be like this but enemies don't shoot back through embrasures for me.

They will melee attack right in front of them while being shoot but won't shoot back like they can't even see my colonists. I looked at it in the xml code and its almost identical to the sandbags  ???

Is there something in the def xml that makes something see through or not?
#6
Ok I looked in the defs and searched the thread but can't find out if you can cap or lower zombie raid chance and number of zombies. Is there a way I could do this?

If not is there a way to safely remove this mod mid-game?

Love this mod and everything about it but the zombie raids a getting huge and keep coming. Which is great but starting to lag too much :(
#7
Help / Re: Armor rack?
February 12, 2015, 07:14:35 PM
Quote from: mrofa on February 11, 2015, 10:00:09 AM
Did a storage in locker, you can store all apparel stuff that pawn got on him to a locker or swap worn stuff with stuff in locker.

You the man mfora!
#8
Unfinished / Re: [REQUEST] Improved Trade Beacon
February 12, 2015, 06:59:39 PM
Quote from: Giraffe on February 11, 2015, 01:28:49 PM
Quote from: mrofa on February 11, 2015, 09:48:49 AM
Got a comms unit that gets traders or raiders or drops or nothing in clutter;p
That is a super awesome idea! Like a chance for the Trade Beacon to accidentally hail pirates! Ha! that's so awesome man, good thinkin'

He's trying to say there is already one in the Clutter mod. Exactly what you are looking for and what he was talking about  :)
#9
What a great idea.sick mod I'll be using this definitely :)
#10
Quote from: elStrages on February 10, 2015, 01:46:02 PM
Human pawn Defs Xml confliction... standard.

Yeah I think because I had his mod after yours and it was overwriting it? I just added your parts to his body and the healthdiffs. Not sure if that was bad but all seems good.

Only weird thing is parts that were added before the change are on wrong parts. Like peg legs on thumbs lol. If you take them off and add the part again it goes to the right spot though.
#11
Ok solved it! The problem was me, I forgot I added Combat realism and apparently that's incompatible with mods that edit the body(as it says on the forum post) lol.

I don't know much about programming or modding but good news is I fixed it (maybe). Still got to test some things out but I can see the implants now and install them with them working correctly. Both mods seem to be working as intended so far but not completely sure on that yet.
#12
Quote from: Tasher on February 09, 2015, 05:52:31 PM
Need to post this under Epyk's pack mod thread - but I'm running same thing, and have no issues doing that. Make sure you have medicine b/c that's needed to install, and make sure you have the modconfig file loaded so it loads all the mods in the recommended order (it helps a LOT).

Ok good to know it's working. I have the right order and medicine so I have no idea. I'll recheck the order and try a few other things.

I know it's not his mod, it worked fine alone just curious what could cause an issue like that.

Quote from: elStrages on February 09, 2015, 06:33:26 PM
Rasher may have solved your problem. If not let me know we will try and find a resolution

Ok awesome sounds good.
#13
Ok I've tried and tried but im stumped. Is there something required to install a "implant"?

I'm using the epyk pack and think it could be a mod conflict. I was determined to solve this myself but im just wondering if you know of anything that would cause just the implants to not be in the menu for operations.

I have everything else but any type of implant visual/skill at arms/audio don't show up. I have the items bought and crafted myself and neither show up in the menu. :/

Also want to say I love your mod and thank you lol
#14
Help / Re: Armor rack?
February 08, 2015, 07:16:57 PM
Awesome that sounds like what I'm looking for. I'll check it out, thanks!
#15
Help / Armor rack?
February 08, 2015, 06:50:56 PM
Just wondering if there is a way to store armor on an equipment rack, I know you can just put them on the ground and it be the same thing but I'd like a way to store a set of armor for my colonys "swat team". So new recruits or replacements can quickly just grab a set next to their gun racks. :)

If not I'm starting to get an idea how to mod and I will give it a shot if it hasn't been done before.