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In MonkRaceSettings.xml, change
MonkKind to Alien_Monk_Kind
and
In FighterRaceSettings.xml change
FighterKind to Alien_Fighter_Kind
to solve
Could not resolve cross-reference to Verse.PawnKindDef named FighterKind (wanter=kindDefs)
and
Could not resolve cross-reference to Verse.PawnKindDef named MonkKind (wanter=kindDefs)
Anyway, if you want to fully deinstall the mod just unsuscribe and delete the folder called "2080823338" that you will find in Steam\steamapps\workshop\content\294100. Then, try reinstalling.
About the androids mod error yea, it looks like that mod changes a graphic path from vanilla game so when Fighters try to use that item, they can't find anything. I'll test myself and try to patch asap!
In the other side, yes, monks are planed to never raid, only being enemies with pirates understanding that they might get attacked despite never fighting back. That's why trying to force a raid with dev mod shows an error.
https://pastebin.com/sWwQHm4Y
Which I think means the game tries to use TX android textures for a pawn but instead it ends bodyless and with a purple square.
Also unrelated to the other thing but trying to see what was causing it I noticed that if I try to use the dev menu to initiate a monk raid I get a small error instead and nothing happens (fighter raids work but with the above visual glitch). Is that intentional (monks being pacifists) or are monks suppose to be able to raid you if you make them angry.
Other than that great mod keep up the good work!
>>List with all the current Fighters backstories here
>>List with all the current Monks backstories here
The CORE mod and the loading mod order, everyting is in the description!
@Gonnakillulater This mod only adds Fighter classes (missing few tho), but more factions are comming with more classes :p
If you have AROM installed and the monks are showing properly, there must be some mod incompatibility. Feel free to find me in the AROM discord so we can try to solve the problem!