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That said, given the scope of code that I chance, I wouldn't be surprised if a bug snuck in. If I broke something or it's not working like expected, feel free to drop me a bug report in the discussion above and I'll take a look as soon as I can (assuming that I have enough info to go on).
For Scar Removal I'd like to dig more into the reports of the bill not showing up, otherwise it should just be a simple recompile/ version update.
I'm not opposed to adding a setting if there's a general consensus that the mod needs it, but I've always felt that glitter worlds meds were a fair price for scar removal (especially since many vanilla mechanisms for scar removal have a similar price).
cause i want to remove some scar from my slave cause they can't stop complaining about scarf on their chests and it's bloody enervous
where can i change that scar can be remove with medicinal herb ? or m,edicine ?
you shold add the possibility to edit in the mod option
ty for your reply
I thought it was maybe a mod incompatibility, but once my character (with a damaged head and a missing nose) fully healed, the option to regrow was present regardless of the mutations I had on him.
@lucky_one, well that was easy, turns out that functionality is already built into the mod and I just forgot it was there. Just enable it in the mod settings.
Below are the related logs.
==================================================================
Error in static constructor of SyrScarRemoval.ScarRemoval_Constructor: System.TypeInitializationException: The type initializer for 'SyrScarRemoval.ScarRemoval_Constructor' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
at SyrScarRemoval.ScarRemoval_Constructor.ApplySettings () [0x00104] in <83c544503b3940328df4f6c1d073ddf5>:0
at SyrScarRemoval.ScarRemoval_Constructor..cctor () [0x00046] in <83c544503b3940328df4f6c1d073ddf5>:0
====================================================================
I have really been missing this mod! :-)