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My guess is that another C# mod that either has a patch for this or uses it as a dependency accidentally included the DLL for this mod. Much easier to do by accident than you might think, default behavior when compiling a mod will do this.
It's like that annoying error when you are subscribed to two mods with the same ID, but for C# code - which means it only complains if both mods are loaded, unlike the duplicate mod ID issue.
> Harmony ID configuration issue *with and* Gene Tools - Forked.
Notice the 'with and' - it's missing the name of whatever is loading the DLL again. I don't know why that would happen though.
I checked that this mod alone doesn't do it, and none of my other mods do (I would be prime suspect to accidentally include my own DLL twice)
It's also possible another mod forked Gene Tools themselves in 1.4-1.5 and included it in the mod rather than posting it as a standalone framework and didn't change the name
mscorlib, Version=4.0.0.0, Culture=neutral, PublicKeyToken=b77a5c561934e089 and GeneTools, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
This is a Harmony ID configuration issue with and Gene Tools - Forked. Please report that they are instantiating harmony with the same ID.
My Player Log said that I need to report this, but I have no idea what it means.
The stuff about editing the DLL from the old mod doesn't apply anymore, I rewrote everything anyway. There is an ingame setting to disable all the apparel fitting checks though
Also have a tentative fix for HAR head shaders, just need to test further and will release that
The mod doesn't allow GiantRace 1.5 to wear their clothes.
For the Zoro mod I just copied the woundAnchors from a similar vanilla body
Where can I find an example that shows how to define wound positions?
There is also a Mod that added some fixes to the original Gene Tools Mod here: https://www.steamcommunity.com/sharedfiles/filedetails/?id=2968173661 .
@Halicade Made the fixChildBody change as well. If you're curious about the bug, 1.5 spaghetti calls Notify_LifeStageStarted on all pawns when you load a save via the addiction tracker. Probably a bug \_( ' n ' )_/
Unfortunately not sure what's in your code that's causing it. Didn't see anything amiss.
On a totally unrelated note, that GtFixChildBodyOnLoad could probably be rewritten to check if the pawn is a child first, before even navigating the pawns genes.
kishkuma
I didn't entirely understand your post, not being a mod developer... is it this mod or FemaleBB Bodytype Support that needs to be updated to fix this? Thanks for your work!
( Hugslib log on the off-chance it is helpful in this situation: https://gist.github.com/HugsLibRecordKeeper/6cbff06f32f5c0c616ebbac272499238 )
👍
Apparel is no longer patched by this mod to support vanilla bodies! Instead, they are implicitly whitelisted for all apparel unless it has a 'Forced body types'.
This means if you're patching apparel now you need to add GeneToolsApparelDef yourself! And you ~might need to check if the extension was already added by another mod first for each apparel.
This sucks, but patching existing apparel causes the extension to duplicate on apparel that uses inheritance. I haven't tested it, but the same problem might happen if two mods independently add the extension, so it may be necessary to use conditional patches to add them first. I'm really going to need to make full documentation on this if I can't come up with a better solution
https://imgur.com/SBUcEXJ
In case something truly horrible happens as a result, there's a new option in the settings to fix it a less destructive way, but that will re-randomize child bodies every time you load.
Sorry, I forgot the details. When loading a save during the game, the bodies added by the mod broke. The woundAnchors settings in BodyTypeDef were reset, and children's body textures were replaced with normal ones. The problem is purely cosmetic and was solved by resetting a set of genes.
If so, will probally just migrate on over to this one (:
That is the only intended change to existing Gene Tools features. It's possible some extreme edge cases involving other C# mods will be handled differently, as I changed some of the backend.
This mod also adds additional features that may be depended on by new mods.
Otherwise, there are a few new additional features developers can use, and mod compatibility is ~different. Hopefully better.
and, if I am subscribed to one, will mods that need the other work?
Thanks!