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Need more weapons like that!
Exception in Verse.DirectXmlToObjectNew.DefFromNodeNew: System.ArgumentException: Could not find type named VFECore.GraphicData_Animated from node <graphicData Class="VFECore.GraphicData_Animated"><shaderType>Transparent</shaderType><texPath>Things/Projectiles/ToxTriblade</texPath><graphicClass>VFECore.Graphic_Animated</graphicClass><ticksPerFrame>1</ticksPerFrame><drawSize>(1, 1)</drawSize></graphicData>
Parameter name: node
Removing this mod fixes the problem, I am on 1.6
Similarly, the tox triblade does 0 damage to heavy armored foes when used from range, but suddenly does damage when used in melee, the acid effect also only applies in melee but not ranged.
I am playing on 1.5 Beta client, due to other mods in my run not being updated to 1.6, I don't know if that could cause issues but it's worth mentioning.
I have VFE - Empire, Craftable royalty weapons and persona weapons extended all installed, but added VFE- Deserters in the middle of the run so I do not have them as a faction to trade with. All combat traders and Empire traders do not sell the Fletcher Dart cartridges in my game, unsure if it is a bug or if I needed the deserter faction to buy them.
Right now the only viable weapon I have (in a modpack of about 500 weapons total) for early game is the heavy club from VE. There is literally no sense in using anything else until the very lategame...
Missing tooltips, plus the damage seems real wonky and unpredictable.
also would anomaly style weapons be possible?
horned rat demands-needs warpstone, yes-yes!
@Taco Nuke(Dapper Edition) I have no plan for Eltex Weapons. Next is Crypto Pack.