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The only problem is the balance of weapons and armor stats, really off the charts.
Thanks for the mod though.
Exception filling window for RimWorld.Page_ConfigureStartingPawns: System.NullReferenceException: Object reference not set to an instance of an object
[Ref F9FA6EF] Duplicate stacktrace, see ref for original
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.UnityEngine.StackTraceUtility.ExtractStackTrace_Patch1()
[Harmony, 0Harmony.dll] MonoMod.Utils.DynamicMethodDefinition.Verse.Log.Error_Patch5(System.String)
[Core, Assembly-CSharp.dll] Verse.Window.InnerWindowOnGUI(System.Int32 x)
[System, UnityEngine.IMGUIModule.dll] UnityEngine.GUI.CallWindowDelegate(UnityEngine.GUI+WindowFunction func, System.Int32 id, System.Int32 instanceID, UnityEngine.GUISkin _skin, System.Int32 forceRect, System.Single width, System.Single height, UnityEngine.GUIStyle style)
Is this expected behavior?
great work bro
I think the prerequisite mod, Pandora's Framework, was still at an old version. I did a clean install of everything and it was resolved.
Apologies for the trouble.
By the way, has the K9 affection gene been deleted? If so, will it ever come back?
https://imgur.com/a/SZwnjbD
Regarding the Doberman Tail not showing up on the pawns, it looks like the tail gene doesn't have a "RenderNode" like the other body parts?
I tried to add it in myself to see if it was the issue but I just don't have enough experience with this to actually do so.
You could use the Cherrypicker mod to disable/remove all the weapons and armor.
the issue with the scenario seems to have fixed itself. maybe it was a mod conflict as it went away after i shuffled my modlist around? i dunno
but i do hope the thing with facial animations and the eye genes can get patched or something in a future update!