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Noted.
Once you do update it though, can I recommend removing the VE Flamethrower if Anomaly is installed? Its redundant and also just straight up less fun to use than the Anomaly Incinerator. Also the Trooper armor fills a niche that nothing else does, since its the only full body armor that doesn't take the outer slot.
If I ever choose to discontinue this mod, I will state so in the description.
But I do plan to update it. There are just a lot of things to consider (Odyssey fish, changes to the older VE mods), and I don't have as much time as I used to.
I don't remember. Also, that's not my Pastebin, it's the previous author's. I really need to go through what this mod does and update stuff. I'll do it after the DLC release.
Btw when you say that you have patches for the VE cooking mods, does that mean that you made balance changes for them that aren't mentioned in your Pastebin?
I have a lot of crafting to do.
A much better answer to that question is enabling coverage for fingers and toes on power armor, which several mods do.
I don't remember the exact issues, I just know that there were errors. I'm starting to play with Combat Extended myself now, so I'll try to fix this when I have more free time.
Wish I could have helped more.
No. What's most likely the case is that something else was expecting to use something which this mod removes, aka the combat handgun. Do you know which mod might be doing that?
"Could not resolve cross-reference: No Verse.ThingDef named VWE_CombatHandgun found to give to Verse.ThingDefStyle Verse.ThingDefStyle"
Normal?
Thank you for reporting this. I'll look into it. Could you copy-paste the error into the Errors thread?
Removing this mod fixed it. I've been easily repeatable while enabled, though it could be a conflict with something else, I do not know.
It is done. Is there anything else you find excessive in Medieval 2?
Noted, I'll move wine to brewing.
I mean, you're great too, but Tarunchuk's work has functionally created new games within RW.
I think Taranchuk was going to put the code for moving bases in the Framework, you can ask him!
That said, the Caravan Faction forming THEIR OWN CARAVANS and MOVING is AMAZING.
I hope you'll add that to the Khajiit Mod Factions, or make it so that we can make our own caravans: https://www.steamcommunity.com/sharedfiles/filedetails/?id=3252149446 .
If I knew C-Sharp, I'd do it.
Yes.
Good point. Could you be more specific? Which mods? Which research?
Happy to help ;)