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All Kure's Rimworld of Magic Class Genes

[b]What does this mod do? [/b] The mod adds genes that allow you to get a magic or might "class" from Kure's Rimworld of Magic Class Expansion Pack [b]How do I get these genes? [/b] The genes of the "classes" are found in the same way as any other genes: in merchants and in gene complexes [b]What happens if a pawn has 2 magic genes? [/b] One of the genes will become inactive. [b]What happens if a pawn has both a magic gene and a natural magic trait? [/b] Then the magic gene will be active and the natural trait will not. [b]How do I meet other pawns with genes from your mod? [/b] There is no way unless you create a xenotype with this gene yourself and add the xenotype to the xenotype pool of the faction. Now this one is separated from the main mod. [url=https://steamcommunity.com/sharedfiles/filedetails/?id=3023584656]https://steamcommunity.com/sharedfiles/filedetails/?id=3023584656[/url] Because I regret to inform you that it is impossible for me to fix this damn bug "*** found no data at degree 0, returning first defined". "*** found no data at degree 4, returning first defined". The problem is that unlike RoM, Kure's RoM uses a different Degrees 4 variable instead of Degree 0. Therefore, an error occurs when requesting traits for genes! I do not know a normal way to patch this correctly except to simply replace the XML of their mod with a non-conflicting one. which specifies "degree 0". Move the file "RFS_CustomClasses.xml" from the path \Steam\steamapps\workshop\content\294100\3243043809\Common\Patches to \Steam\steamapps\workshop\content\294100\2236103336\Common\Patches with the replacement That's all I can suggest how to make it work, I'm sorry