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报告翻译问题






@Theryguy either in the smithing, tailoring and/or machining tables, depending on whether you are talking about the saddle or armour pieces.
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Warning (string)
Verse.ModMetaData/ModMetaDataInternal:ValidateDependencies (bool)
Verse.ModMetaData:Init ()
Verse.ModMetaData:.ctor (Verse.Steam.WorkshopItem)
Verse.ModLister:RebuildModList ()
Verse.ModLister:.cctor ()
Verse.ModsConfig:.cctor ()
Verse.LoadedModManager:InitializeMods ()
Verse.LoadedModManager:LoadAllActiveMods ()
Verse.PlayDataLoader:DoPlayLoad ()
Verse.PlayDataLoader:LoadAllPlayData (bool)
However, only when the horse is looking down will the texture of the helmet peel off and the horse's head will be visible.
I don't know if it's a mod conflict or not, but the error log doesn't appear.
I'm not planning to do that for the moment for several reasons.
I'm currenlty not the only one working on medieval horse armours, I know there are several other projects out there. With how AE is made, you can't have different textures for horse plate armour at the same time, so better leave this as a single mod that players can add/remove according to their preferences.
I also pacthed things from AE like BasePlateArmor layers so that I could make saddles work and be randered on top of the armours.
I'd like to keep complete control over this mod for now, but I'm not excluding a future integration depending on how things turn out with the other horse armours projects.
I'm commissioning a mod right now to do exactly that. Light armor, heavy armor, and power armor for dogs, aves, and horses. With the intent of folding them straight into Animal Equipment to get the highest exposure.