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Medieval overhaul adds so many new ores with similar production chains it'd be weird if they DIDN'T work together
Not going to lie, When I first brought this up I was thinking more about if there would be a issue but, now that I have watched the video and looked into the mod I am not really worried at all.
However I do think yes this has a lot of scaling possiblity for more in depth things on CE however, I can understand if it is not something that comes out with this as I would say that kinda falls more under a side change for CE.
Anyway Keep up the great work Agron!
silver error happens even when loading expanded materials by itself. config error from some modded weapons set cheaper than the faction allows when using them with this mod. also have no idea what the concrete recipe error is about, but it only occurs when including both fortifications - industrial and expanded materials together.
log: https://gist.github.com/HugsLibRecordKeeper/bf24c7f6ca761bfface3fc995d90def8
I guess combat extended should receive the next patch on steam soon-ish, on github is a newer version availabile afaik.
So maybe with the patch after this mod here is patched aswell.
Red erro when putting smelter indoor, and causing food eating loop+ cooking loop(pawn keep dropping food when eating)
RH2 helmets are by default made from the "Metallic" StuffCategory just like vanilla plate armour, but Combat Extended patches this to use its own "Steeled" StuffCategory which doesn't include the metals from this mod.
The solution would be for either CE to add your metals (titanium, tempered steel etc) to their Steeled StuffCategory, or you can add a patch to do this yourself. I may write a quick patch for myself in the interim, as I want to be able to make titanium helmets in lieu of plasteel.
Thanks :)
Edit: @albinogod; the latest CE update 6.1 released on the 24th and includes a patch for this mod, however it doesn't address the issue I've mentioned here.