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