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Messages - asquirrel

#151
Releases / Re: [A17-18]DESurgeries - 27/10/17
November 02, 2017, 01:32:56 PM
Does this look right? I just added the defnames.  Do I need to start a new game for the scar fixing thing to work?  Thanks! :)

Oww.  I just loaded it and now got a ton of errors. 

https://gist.github.com/71c8f880cb3ac0685302e72c929b57dd


[attachment deleted by admin: too old]
#152
Releases / Re: [A17-18]DESurgeries - 27/10/17
October 28, 2017, 11:05:24 AM
Quote from: kaptain_kavern on October 27, 2017, 10:00:23 PM
Yep, it is normal to me. I mean the mod is meant to work on humans only. But it's easy to add more race to be available.

It's like A Dog Said only works on vanilla animals, and animals mods have to use a patch. Here it's the same, I can't make the mod working with any modded races without making the modding race mandatory (the game will throw errors if I add races that are not existing because the race mod is not active).

If you want to add it yourself it's at the top of the recipeDef files (explanations on a previous post of mine, just above), but it would be better if the mod author could make a patch themselves in the end, like with A Dog Said and animals mods.

Anyhow, I'm here if you need help for making the change by yourself :-)

Thanks KK for your help! :)  I'll scroll up and see if I can find your post on how to change it.  I'm kind of a nitwit when it comes to these things so I'll probably be asking for your help.  If by some act of god am able to pull it off I'll upload my modded thingy (don't even know what I'm going to upload yet)  so others won't have to grind through it.   I was once able to add recipe defs to that miniaturization mod so maybe I can do this. :) 

Man, DESurgeries is definitely one of the must have mods. 
#153
Releases / Re: [A17-18]DESurgeries - 27/10/17
October 27, 2017, 08:58:05 PM
I noticed some types of pawns I can't do the operations on. I have a valkarie (crystalloid mod) and I can't operate on them to remove scars and stuff.  Same with Orassans.  Can't fix anything on them either.  Is there a conflict with this? 
#154
Ideas / Re: A18
October 27, 2017, 07:06:16 PM
I would love to see a command to stop the pawn from moving when he's been drafted.  Only way I can do it is to turn draft off and then back on.  Then the pawn drops the food he was about to eat on the floor.  Reason I have to do this is because sometimes when I move a group of pawns they end up outside the barricade. 
#155
Running latest SW factions with jecstools.  Jecstools is right after Hugslib.  SW factions at bottom of my load order.  I get this error:
XML error: <canMoveWithoutHandler>false</canMoveWithoutHandler> doesn't correspond to any field in type CompProperties_Vehicle.
Verse.Log:Error(String)
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
Verse.DirectXmlToObject:ListFromXml(XmlNode)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.DirectXmlToObject:ObjectFromXml(XmlNode, Boolean)
System.Reflection.MonoMethod:InternalInvoke(Object, Object[], Exception&)
System.Reflection.MonoMethod:Invoke(Object, BindingFlags, Binder, Object[], CultureInfo)
System.Reflection.MethodBase:Invoke(Object, Object[])
Verse.<AllDefsFromAsset>c__Iterator226:MoveNext()
Verse.ModContentPack:LoadDefs(IEnumerable`1)
Verse.LoadedModManager:LoadAllActiveMods()
Verse.PlayDataLoader:DoPlayLoad()
Verse.PlayDataLoader:LoadAllPlayData(Boolean)
Verse.Root:<Start>m__84E()
Verse.LongEventHandler:RunEventFromAnotherThread(Action)
Verse.LongEventHandler:<UpdateCurrentAsynchronousEvent>m__84C()
#156
If only it was that easy.  I went into options and made sure the language was English.  Disabled the mod.  No error.  Enabled the mod and got the error again. Grr.  Going through my 100+ mods and not using any that are throwing either yellow or red errors anymore. 
#157
I enable this mod and get the following yellow error - "duplicate code-linked translation key.  Install in language English."  Is there a way to get rid of this error short of uninstalling this mod?  Thanks!
#158
Releases / Re: [A17] Animals Logic 🐾
October 07, 2017, 04:56:07 PM
Hey Canute!  In vanilla, will the trained animals defend the master when the master is hunting or attempting to tame new animals?
#159
Releases / Re: [A17] Animals Logic 🐾
October 07, 2017, 12:18:51 PM
"Taming not training !!
Training isn't dangerous, taming and hunting is dangerous."

Not sure what you mean by that. I thought this mod would have the animals follow you when the animal is assigned to the pawn and the pawn is either out hunting or taming animals. 

"you should disable all QoL mods that don't add things to test it out."

I'm guessing here, but is QoL "quality of life" mods?  I'm not sure what mods those would be.

In vanilla, are animals supposed to follow their assigned master when the master is hunting or taming animals?
#160
Releases / Re: [A17] Animals Logic 🐾
October 07, 2017, 11:54:22 AM
Do you folks see anything that might be causing the conflict?  What about refactored work priorities?  I'm just running animals logic and they still don't follow my pawn when they are assigned to him and he is either hunting or training.  What kinds of mods that I have installed would stop animals from following him?  I have zone set to unrestricted. Also tried just home area.  Doesn't matter.  The animals will follow and release when drafted. They will just wander when he is hunting or training.  Animal logic is at the end of my load order.   Is there a minimum intelligence level for the animals to follow during training and hunting?
#161
Releases / Re: [A17] Animals Logic 🐾
October 06, 2017, 02:11:10 PM
Oh crap.  I didn't know I had ADS easy patcher before adogsaid. I switched the order and some of the errors I was getting disappeared.  Maybe I'll try disabling that hunter mod but I'm not sure how it would affect animals.
#162
Releases / Re: [A17] Animals Logic 🐾
October 06, 2017, 08:51:33 AM
I tried disabling vanilla animal overhaul again and moving animals logic to the bottom of my load order.  When I did that my game didn't load so I'll have to start from scratch.  Canute, when your megasloth was fully trained do you have gold checkboxes across the board?  I have gold checks except for the last two (drafting and field work) which are green. 

I have a metric crap ton of mods running.  Here is a link to my log:

https://gist.github.com/78278a539f28158e4d542f7ca20e05a8

No red conflicts but I do have some yellow error messages.  I have a mod that changes hunting for the pawns.  It basically looks at your pawn and the target, and then decides whether or not it is too dangerous to hunt the target.  If it is then the hunter will look for something else to hunt.  It's called "Hunting Restriction" by MarvinKosh.

#163
Releases / Re: [A17] Animals Logic followup
October 05, 2017, 10:07:36 AM
I'm going to try disabling vanilla animal overhaul and see if this changes anything.  If I got green check marks across the board for my trained animals, shouldn't they be following me when I go out hunting and taming?

Newp.  They still aren't following me when I go out to either hunt or tame animals.
#164
Releases / Re: [A17] Animals Logic 🐾
October 05, 2017, 09:40:02 AM
Based on the screenshot I put up on the previous page, shouldn't my muffalos and snow leopard follow Cass when hunting or training?  I got the green check mark so they should be trained and doing this, right?  They aren't following her and she's getting attacked while hunting and training.

Are you saying animals can't train with the person they are assigned to?
#165
Releases / Re: [A17] Animals Logic 🐾
October 05, 2017, 09:19:35 AM
Hey Spacedorf!

The problem I'm running into is that none of my animals follow the master when they are out training or hunting animals.  If I shut it off then they won't do it.    How can they train for field work if the checkbox is unchecked?