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but once your mods weapons are equiped i am unable to draft my pawns.. the mod itself doesn't really show errors so i am unsure whats causing this
1.4 plans?
About the research tabs... I actually want them to be seperate from the vanilla tab, so they can stand out a bit more. I considered advanced weapons as an earlier, cheaper and more robust alternative to the pulse charge weaponry. But again, they are in a great spot of balance it seems.
I'll fix the prerequisites of certain research projects as you asked.
I have also made several more weapons (a blunderbuss included), but haven't been updating it for a while. Also thinking of switching to Enable Oversized Weapons, a far better alternative to weapon size alteration.
The only issue I have is that it adds yet another research tab, The tactical weapons would be fine under Precision Rifling and the Advanced weapons under Uranium Slug tech would give more of a reason to research that. Early game the Silent pistol makes for a very nice easy hunting weapon, that also helps train up shooting but its the only item on its research making it hard to justify researching.
1,Could not load UnityEngine.Texture2D at Resource/Core_Subpersona in any active mod or in base resources.
2,Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
at Verse.GlobalTextureAtlasManager.TryInsertStatic (Verse.TextureAtlasGroup group, UnityEngine.Texture2D texture, UnityEngine.Texture2D mask) [0x00000] in <cdbd0ed5089a418da09b9a259f9dbd8f>:0
Andross sugoma + cope + ligma + its great that youre protecting mod devs + youre white