thel_vanemee Posted July 30, 2021 Posted July 30, 2021 Sorry new here, but I cant seem to download the file? when I click "zip" under the downloads nothing seems to happen?
Tory187 Posted July 30, 2021 Posted July 30, 2021 4 hours ago, thel_vanemee said: Sorry new here, but I cant seem to download the file? when I click "zip" under the downloads nothing seems to happen? weird, that is the right thing to click on. here is its link https://gitgud.io/c0ffeeeeeeee/rimworld-animations/-/archive/master/rimworld-animations-master.zip though clicking that is just the same thing as clicking that Zip button. 4 hours ago, Ser3000 said: Same here with equium And thx for all the updates and fixes! Equium patch added. I don't understand these race mods thinking they need their own BasePawn.
thel_vanemee Posted July 30, 2021 Posted July 30, 2021 14 minutes ago, Tory187 said: weird, that is the right thing to click on. here is its link https://gitgud.io/c0ffeeeeeeee/rimworld-animations/-/archive/master/rimworld-animations-master.zip though clicking that is just the same thing as clicking that Zip button. Equium patch added. I don't understand these race mods thinking they need their own BasePawn. Hu!!!! so apparently its just a firefox thing. on chrome it worked just fine. Thanks for the help!
Ser3000 Posted July 31, 2021 Posted July 31, 2021 7 hours ago, Tory187 said: weird, that is the right thing to click on. here is its link https://gitgud.io/c0ffeeeeeeee/rimworld-animations/-/archive/master/rimworld-animations-master.zip though clicking that is just the same thing as clicking that Zip button. Equium patch added. I don't understand these race mods thinking they need their own BasePawn. really appreciated! thx again!
Tory187 Posted July 31, 2021 Posted July 31, 2021 Just now, Ser3000 said: really appreciated! thx again! Dont thank me, I just talked to Hauvega, the mod author, who updated and made the fix.
aimless115 Posted August 1, 2021 Posted August 1, 2021 Animal animations are a bit bugged they randomly stop and animals shake far away from each other
FoxyNova Posted August 2, 2021 Posted August 2, 2021 14 hours ago, aimless115 said: Animal animations are a bit bugged they randomly stop and animals shake far away from each other It happens due to rocketman, its not really fixable without removing one of the big benifits of rocketman in the first place.
Voodoozee Posted August 4, 2021 Posted August 4, 2021 Anyone having issues with the Animation mod and Zombieland? My visual exemptions is stating it's the rimworld - animations as the top mod with issues and then a whole list of mods under it. It's causing a repeating error thats lagging out my game. Started when the zombies first spawned. I can't make much sense of it. Exception in Verse.DynamicDrawManager.DrawDynamicThings: System.NullReferenceException: Object reference not set to an instance of an object at Rimworld_Animations.PawnRenderer_RenderPawnAt_Patch.ClearCache (Verse.Pawn pawn) [0x0000f] in <6925865295f741f5babe3a7d8cc27eb8>:0 at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3 drawLoc, System.Nullable`1[T] rotOverride, System.Boolean neverAimWeapon) [0x00104] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 - transpiler net.pardeike.zombieland: IEnumerable`1 ZombieLand.Patches+PawnRenderer_RenderPawnAt_Patch:Transpiler(IEnumerable`1 instructions) - transpiler PawnRenderPatchForHD: IEnumerable`1 PawnRenderPatchForHD.PawnRenderPatch_RenderPawnAt_Patch:Transpiler(IEnumerable`1 instructions) - transpiler rimworld.erdelf.alien_race.main: IEnumerable`1 AlienRace.HarmonyPatches:PostureTranspiler(IEnumerable`1 instructions) - transpiler rimworld.Nals.FacialAnimation: IEnumerable`1 FacialAnimation.HarmonyPatches:TranspilerRenderPawnAt(IEnumerable`1 instructions) - transpiler rimworldanim: IEnumerable`1 Rimworld_Animations.PawnRenderer_RenderPawnAt_Patch:Transpiler(IEnumerable`1 instructions) - transpiler AnimalGear: IEnumerable`1 AnimalGear.AnimalGearHarmony+PawnRenderer_RenderPawnAt_Transpiler_Patch:Transpiler(IEnumerable`1 instructions) - prefix net.pardeike.rimworld.mod.camera+: Boolean CameraPlus.PawnRenderer_RenderPawnAt_Patch:Prefix(Pawn ___pawn) - prefix net.pardeike.zombieland: Boolean ZombieLand.Patches+PawnRenderer_RenderPawnAt_Patch:Prefix(PawnRenderer __instance, Vector3 drawLoc) - prefix Children: Void Children.ChildrenHarmony+PawnRenderer_RenderPawnAt_Patch:PawnRenderer_RenderPawnAt_Pre(PawnRenderer __instance, Pawn ___pawn, Vector3 drawLoc, Nullable`1 rotOverride, Boolean neverAimWeapon) - prefix AnimalGear: Void AnimalGear.AnimalGearHarmony+PawnRenderer_RenderPawnAt_Transpiler_Patch:PawnRenderer_RenderPawnAt_Pre(PawnRenderer __instance, Pawn ___pawn, Vector3 drawLoc, Nullable`1 rotOverride, Boolean neverAimWeapon) - postfix net.pardeike.zombieland: Void ZombieLand.Patches+PawnRenderer_RenderPawnAt_Patch:Postfix(PawnRenderer __instance, Vector3 drawLoc) - postfix net.pardeike.rimworld.mod.camera+: Void CameraPlus.PawnRenderer_RenderPawnAt_Patch:Postfix(Pawn ___pawn) - postfix jecstools.chjees.shields: Void PawnShields.HarmonyPatches:Patch_PawnRenderer_RenderPawnAt(Pawn ___pawn, Vector3& drawLoc) - postfix rimworld.rimquest: Void RimQuest.HarmonyPatches:RenderPawnAt(Pawn ___pawn) - postfix AnimalGear: Void AnimalGear.AnimalGearHarmony+PawnRenderer_RenderPawnAt_Transpiler_Patch:PawnRenderer_RenderPawnAt_Post(PawnRenderer __instance, Pawn ___pawn, Vector3 drawLoc, Nullable`1 rotOverride, Boolean neverAimWeapon) - postfix Children: Void Children.ChildrenHarmony+PawnRenderer_RenderPawnAt_Patch:PawnRenderer_RenderPawnAt_Post(PawnRenderer __instance, Pawn ___pawn, Vector3 drawLoc, Nullable`1 rotOverride, Boolean neverAimWeapon) at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3 loc) [0x00000] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at Verse.Pawn.DrawAt (UnityEngine.Vector3 drawLoc, System.Boolean flip) [0x00006] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 - postfix legodude17.mvcf: Void MVCF.Harmony.MiscPatches:Postfix_Pawn_DrawAt(Pawn __instance, Vector3 drawLoc, Boolean flip) at Verse.Thing.Draw () [0x00015] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at Verse.ThingWithComps.Draw () [0x0000e] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at Verse.DynamicDrawManager.DrawDynamicThings () [0x000ee] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 - transpiler net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.RunloopExceptionHandler:Transpiler(IEnumerable`1 instructions)
oxBrandxo Posted August 4, 2021 Posted August 4, 2021 The new eye add-ons in 1.3 are all misaligned in sex animations. I've specifically tested the blind overlay, I'm assuming the others are also misaligned.
Maximusfive Posted August 4, 2021 Posted August 4, 2021 On 7/30/2021 at 3:44 PM, Tory187 said: Equium patch added. I don't understand these race mods thinking they need their own BasePawn. Android Tiers updated to 1.3 and it seems like you can add it to the list too, the M7 and M8 androids seem to be running into a similar problem, the standard T1 - T5 androids work just fine though. HugsLib: https://gist.github.com/56d28f1f491308feb48a7aee9af98041
Puffy Bue Posted August 4, 2021 Posted August 4, 2021 (edited) Apologies, decided to browse the forum and found that the Mantodean race was already brought up and patched, thanks I've also been experiencing this "Exception drawing Yrittive: System.NullReferenceException: Object reference not set to an instance of an object at Rimworld_Animations.PawnRenderer_RenderPawnAt_Patch.ClearCache (Verse.Pawn pawn) [0x0000f] in <ef354b47102843289ba5a433fd138edf>:0 at (wrapper dynamic-method) Verse.PawnRenderer.Verse.PawnRenderer.RenderPawnAt_Patch4(Verse.PawnRenderer,UnityEngine.Vector3,System.Nullable`1<Verse.Rot4>,bool)" where pawns are invisible with the Mantodean race Edited August 4, 2021 by NVPD28
Voodoozee Posted August 4, 2021 Posted August 4, 2021 15 hours ago, Voodoozee said: Anyone having issues with the Animation mod and Zombieland? My visual exemptions is stating it's the rimworld - animations as the top mod with issues and then a whole list of mods under it. It's causing a repeating error thats lagging out my game. Started when the zombies first spawned. I can't make much sense of it. Exception in Verse.DynamicDrawManager.DrawDynamicThings: System.NullReferenceException: Object reference not set to an instance of an object at Rimworld_Animations.PawnRenderer_RenderPawnAt_Patch.ClearCache (Verse.Pawn pawn) [0x0000f] in <6925865295f741f5babe3a7d8cc27eb8>:0 at Verse.PawnRenderer.RenderPawnAt (UnityEngine.Vector3 drawLoc, System.Nullable`1[T] rotOverride, System.Boolean neverAimWeapon) [0x00104] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 - transpiler net.pardeike.zombieland: IEnumerable`1 ZombieLand.Patches+PawnRenderer_RenderPawnAt_Patch:Transpiler(IEnumerable`1 instructions) - transpiler PawnRenderPatchForHD: IEnumerable`1 PawnRenderPatchForHD.PawnRenderPatch_RenderPawnAt_Patch:Transpiler(IEnumerable`1 instructions) - transpiler rimworld.erdelf.alien_race.main: IEnumerable`1 AlienRace.HarmonyPatches:PostureTranspiler(IEnumerable`1 instructions) - transpiler rimworld.Nals.FacialAnimation: IEnumerable`1 FacialAnimation.HarmonyPatches:TranspilerRenderPawnAt(IEnumerable`1 instructions) - transpiler rimworldanim: IEnumerable`1 Rimworld_Animations.PawnRenderer_RenderPawnAt_Patch:Transpiler(IEnumerable`1 instructions) - transpiler AnimalGear: IEnumerable`1 AnimalGear.AnimalGearHarmony+PawnRenderer_RenderPawnAt_Transpiler_Patch:Transpiler(IEnumerable`1 instructions) - prefix net.pardeike.rimworld.mod.camera+: Boolean CameraPlus.PawnRenderer_RenderPawnAt_Patch:Prefix(Pawn ___pawn) - prefix net.pardeike.zombieland: Boolean ZombieLand.Patches+PawnRenderer_RenderPawnAt_Patch:Prefix(PawnRenderer __instance, Vector3 drawLoc) - prefix Children: Void Children.ChildrenHarmony+PawnRenderer_RenderPawnAt_Patch:PawnRenderer_RenderPawnAt_Pre(PawnRenderer __instance, Pawn ___pawn, Vector3 drawLoc, Nullable`1 rotOverride, Boolean neverAimWeapon) - prefix AnimalGear: Void AnimalGear.AnimalGearHarmony+PawnRenderer_RenderPawnAt_Transpiler_Patch:PawnRenderer_RenderPawnAt_Pre(PawnRenderer __instance, Pawn ___pawn, Vector3 drawLoc, Nullable`1 rotOverride, Boolean neverAimWeapon) - postfix net.pardeike.zombieland: Void ZombieLand.Patches+PawnRenderer_RenderPawnAt_Patch:Postfix(PawnRenderer __instance, Vector3 drawLoc) - postfix net.pardeike.rimworld.mod.camera+: Void CameraPlus.PawnRenderer_RenderPawnAt_Patch:Postfix(Pawn ___pawn) - postfix jecstools.chjees.shields: Void PawnShields.HarmonyPatches:Patch_PawnRenderer_RenderPawnAt(Pawn ___pawn, Vector3& drawLoc) - postfix rimworld.rimquest: Void RimQuest.HarmonyPatches:RenderPawnAt(Pawn ___pawn) - postfix AnimalGear: Void AnimalGear.AnimalGearHarmony+PawnRenderer_RenderPawnAt_Transpiler_Patch:PawnRenderer_RenderPawnAt_Post(PawnRenderer __instance, Pawn ___pawn, Vector3 drawLoc, Nullable`1 rotOverride, Boolean neverAimWeapon) - postfix Children: Void Children.ChildrenHarmony+PawnRenderer_RenderPawnAt_Patch:PawnRenderer_RenderPawnAt_Post(PawnRenderer __instance, Pawn ___pawn, Vector3 drawLoc, Nullable`1 rotOverride, Boolean neverAimWeapon) at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3 loc) [0x00000] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at Verse.Pawn.DrawAt (UnityEngine.Vector3 drawLoc, System.Boolean flip) [0x00006] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 - postfix legodude17.mvcf: Void MVCF.Harmony.MiscPatches:Postfix_Pawn_DrawAt(Pawn __instance, Vector3 drawLoc, Boolean flip) at Verse.Thing.Draw () [0x00015] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at Verse.ThingWithComps.Draw () [0x0000e] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at Verse.DynamicDrawManager.DrawDynamicThings () [0x000ee] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 - transpiler net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.RunloopExceptionHandler:Transpiler(IEnumerable`1 instructions) So I double checked and turned off the animation mods and the zombie's appeared on screen with no issues. Any ideas on how to get the two mods to work together?
Labyrias Posted August 5, 2021 Posted August 5, 2021 Yo, dropping a bug report / incompatibility report. Apparently the animations framework renders invisible units for the zombieland mod. Made me laugh actually, never seen actual functioning units wreak havoc on the map which at the same time literally dont have a body. Needs a ghost busters mod. Exception drawing Corpse_Zombie379065: System.NullReferenceException: Object reference not set to an instance of an object at Rimworld_Animations.PawnRenderer_RenderPawnAt_Patch.ClearCache (Verse.Pawn pawn) [0x0000f] in <5b9b71de85cf4b39b216c5f21a343817>:0 at (wrapper dynamic-method) Verse.PawnRenderer.Verse.PawnRenderer.RenderPawnAt_Patch5(Verse.PawnRenderer,UnityEngine.Vector3,System.Nullable`1<Verse.Rot4>,bool) at Verse.Corpse.DrawAt (UnityEngine.Vector3 drawLoc, System.Boolean flip) [0x0000b] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at Verse.Thing.Draw () [0x00015] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at Verse.ThingWithComps.Draw () [0x0000e] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at (wrapper dynamic-method) Verse.DynamicDrawManager.Verse.DynamicDrawManager.DrawDynamicThings_Patch0(Verse.DynamicDrawManager) UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch0 (string) (wrapper dynamic-method) Verse.DynamicDrawManager:Verse.DynamicDrawManager.DrawDynamicThings_Patch0 (Verse.DynamicDrawManager) (wrapper dynamic-method) Verse.Map:Verse.Map.MapUpdate_Patch2 (Verse.Map) (wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch1 (Verse.Game) (wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
extratexture2 Posted August 7, 2021 Posted August 7, 2021 (edited) is there a way to make clothes stay visible during animations? I've got the RJW setting on 'fully clothed', and endytophile pawns get their mood bonus, but they're drawn nude when an animation actually plays Edited August 7, 2021 by extratexture2
Tory187 Posted August 7, 2021 Posted August 7, 2021 On 8/4/2021 at 2:05 AM, Maximusfive said: Android Tiers updated to 1.3 and it seems like you can add it to the list too, the M7 and M8 androids seem to be running into a similar problem, the standard T1 - T5 androids work just fine though. HugsLib: https://gist.github.com/56d28f1f491308feb48a7aee9af98041 On 8/4/2021 at 11:56 AM, Voodoozee said: So I double checked and turned off the animation mods and the zombie's appeared on screen with no issues. Any ideas on how to get the two mods to work together? On 8/5/2021 at 12:22 AM, Labyrias said: Yo, dropping a bug report / incompatibility report. Apparently the animations framework renders invisible units for the zombieland mod. Made me laugh actually, never seen actual functioning units wreak havoc on the map which at the same time literally dont have a body. Needs a ghost busters mod. Exception drawing Corpse_Zombie379065: System.NullReferenceException: Object reference not set to an instance of an object at Rimworld_Animations.PawnRenderer_RenderPawnAt_Patch.ClearCache (Verse.Pawn pawn) [0x0000f] in <5b9b71de85cf4b39b216c5f21a343817>:0 at (wrapper dynamic-method) Verse.PawnRenderer.Verse.PawnRenderer.RenderPawnAt_Patch5(Verse.PawnRenderer,UnityEngine.Vector3,System.Nullable`1<Verse.Rot4>,bool) at Verse.Corpse.DrawAt (UnityEngine.Vector3 drawLoc, System.Boolean flip) [0x0000b] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at Verse.Thing.Draw () [0x00015] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at Verse.ThingWithComps.Draw () [0x0000e] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at (wrapper dynamic-method) Verse.DynamicDrawManager.Verse.DynamicDrawManager.DrawDynamicThings_Patch0(Verse.DynamicDrawManager) UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch0 (string) (wrapper dynamic-method) Verse.DynamicDrawManager:Verse.DynamicDrawManager.DrawDynamicThings_Patch0 (Verse.DynamicDrawManager) (wrapper dynamic-method) Verse.Map:Verse.Map.MapUpdate_Patch2 (Verse.Map) (wrapper dynamic-method) Verse.Game:Verse.Game.UpdatePlay_Patch1 (Verse.Game) (wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play) I believe I have already added patches for all these. Have you guys updated in the last few days?
LewdMechanoid Posted August 7, 2021 Posted August 7, 2021 Looks like the Yautja from the AVP mod also run into the same issue of not rendering.
Glaurung26 Posted August 7, 2021 Posted August 7, 2021 Any FFM threesomes? Or just the one spitroast threesome?
Maximusfive Posted August 8, 2021 Posted August 8, 2021 8 hours ago, Tory187 said: I believe I have already added patches for all these. Have you guys updated in the last few days? I thought I had, but a double check showed that I hadn't. After updating it works fine. Man, I feel so stupid right now. ?♂️
Labyrias Posted August 8, 2021 Posted August 8, 2021 14 hours ago, Tory187 said: I believe I have already added patches for all these. Have you guys updated in the last few days? You are correct. For some reason the mod manager didnt note that there is a new version out. I updated, however with the update, instantly a new issue popped up: Attempted to shuffle around body mods and everything, but even when cleaned out completely, alien races seems to be suffering from a severe case of beheading. Any ideas there? RJW race support didnt fix the issue, remains completely unchanged.
Tuskumo Posted August 8, 2021 Posted August 8, 2021 Animations incompatible Zombieland https://steamcommunity.com/sharedfiles/filedetails/?id=928376710 Zombie Model is invisible errorlog: Exception drawing Eric: System.NullReferenceException: Object reference not set to an instance of an object at Rimworld_Animations.PawnRenderer_RenderPawnAt_Patch.ClearCache (Verse.Pawn pawn) [0x0000f] in <088dfe708cff4cfd87ff5d6d99f072d0>:0 at (wrapper dynamic-method) Verse.PawnRenderer.Verse.PawnRenderer.RenderPawnAt_Patch4(Verse.PawnRenderer,UnityEngine.Vector3,System.Nullable`1<Verse.Rot4>,bool) at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3 loc) [0x00000] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.DrawAt_Patch1(Verse.Pawn,UnityEngine.Vector3,bool) at Verse.Thing.Draw () [0x00015] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at Verse.ThingWithComps.Draw () [0x0000e] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at (wrapper dynamic-method) Verse.DynamicDrawManager.Verse.DynamicDrawManager.DrawDynamicThings_Patch0(Verse.DynamicDrawManager) UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch0 (string) (wrapper dynamic-method) Verse.DynamicDrawManager:Verse.DynamicDrawManager.DrawDynamicThings_Patch0 (Verse.DynamicDrawManager) (wrapper dynamic-method) Verse.Map:Verse.Map.MapUpdate_Patch3 (Verse.Map) Verse.Game:UpdatePlay () (wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
Labyrias Posted August 8, 2021 Posted August 8, 2021 3 hours ago, Tuskumo said: Animations incompatible Zombieland https://steamcommunity.com/sharedfiles/filedetails/?id=928376710 Zombie Model is invisible errorlog: Exception drawing Eric: System.NullReferenceException: Object reference not set to an instance of an object at Rimworld_Animations.PawnRenderer_RenderPawnAt_Patch.ClearCache (Verse.Pawn pawn) [0x0000f] in <088dfe708cff4cfd87ff5d6d99f072d0>:0 at (wrapper dynamic-method) Verse.PawnRenderer.Verse.PawnRenderer.RenderPawnAt_Patch4(Verse.PawnRenderer,UnityEngine.Vector3,System.Nullable`1<Verse.Rot4>,bool) at Verse.Pawn_DrawTracker.DrawAt (UnityEngine.Vector3 loc) [0x00000] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.DrawAt_Patch1(Verse.Pawn,UnityEngine.Vector3,bool) at Verse.Thing.Draw () [0x00015] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at Verse.ThingWithComps.Draw () [0x0000e] in <1b9c4c73530448bcbb33283e1d4d7d05>:0 at (wrapper dynamic-method) Verse.DynamicDrawManager.Verse.DynamicDrawManager.DrawDynamicThings_Patch0(Verse.DynamicDrawManager) UnityEngine.StackTraceUtility:ExtractStackTrace () (wrapper dynamic-method) Verse.Log:Verse.Log.Error_Patch0 (string) (wrapper dynamic-method) Verse.DynamicDrawManager:Verse.DynamicDrawManager.DrawDynamicThings_Patch0 (Verse.DynamicDrawManager) (wrapper dynamic-method) Verse.Map:Verse.Map.MapUpdate_Patch3 (Verse.Map) Verse.Game:UpdatePlay () (wrapper dynamic-method) Verse.Root_Play:Verse.Root_Play.Update_Patch1 (Verse.Root_Play) Read above. It was fixed, the mod manager just doesnt report the update being available. Download the new version from github.
Tory187 Posted August 8, 2021 Posted August 8, 2021 9 hours ago, Labyrias said: You are correct. For some reason the mod manager didnt note that there is a new version out. I updated, however with the update, instantly a new issue popped up: Attempted to shuffle around body mods and everything, but even when cleaned out completely, alien races seems to be suffering from a severe case of beheading. Any ideas there? RJW race support didnt fix the issue, remains completely unchanged. Yeah mod manager will only let you know of a new update when the manifest file updates. I havent been making new version changes in there when I add patches. I probably should then. What race is this btw? it looks kind of like Revia? Thats especially odd because they just mostly inherit everything from humans and humans work totally fine from what I see.
gizmo1206 Posted August 9, 2021 Posted August 9, 2021 so i reinstalled rimworld today and this mod plus the amim addons are giving me the error of it being incompatible or corrupted when last week they didnt give me any errors of installing them. I tried redownloading them but still the same error
Jambo Posted August 9, 2021 Posted August 9, 2021 Can confirm above post, same happens to me. I can enable every mod one by one in the rimjobworld load order up until this. This mod causes the game to report incompatibility or corruption. The only other mods loaded before it are RJW and humanoid alien races.
Jambo Posted August 9, 2021 Posted August 9, 2021 Oh, the newest update on github seems to have fixed it. That was quick!
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