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Author Topic: [A16 ~ A17] Ancient Magic  (Read 13881 times)

code18red

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Re: [A16 ~ A17] Ancient Magic
« Reply #15 on: May 27, 2017, 08:52:57 PM »

This look like a fun mod, gonna try it out
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animagus_kitty

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Re: [A16 ~ A17] Ancient Magic
« Reply #16 on: May 28, 2017, 02:12:54 PM »

Just for clarification...Infused is still required, but as of A17, mod order is unimportant?
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AngleWyrm

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Re: [A16 ~ A17] Ancient Magic
« Reply #17 on: May 28, 2017, 03:10:43 PM »

Just for clarification...Infused is still required, but as of A17, mod order is unimportant?
That's right; this is an add-on for the Infused mod, and Ancient Magic can appear before or after Infused in the mod load order.

You can think of it as time travel, prophecy, or a happy coincidence that happens every time you wish for it. ;)
« Last Edit: May 28, 2017, 03:12:27 PM by AngleWyrm »
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furia8

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Re: [A16 ~ A17] Ancient Magic
« Reply #18 on: May 29, 2017, 05:32:41 PM »

hello so there is an error when colonist try to pick up weapons
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AngleWyrm

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Re: [A16 ~ A17] Ancient Magic
« Reply #19 on: May 30, 2017, 02:04:58 PM »

hello so there is an error when colonist try to pick up weapons
Hiya, Can you be more specific?
It helps to include the error log, or a screen cap showing the error box.
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