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When you load this mod with Rocketman, the game will just display a black screen and doesn't response to any input, then you will get many same errors like below in the player.log
Root level exception in OnGUI(): System.TypeInitializationException: The type initializer for 'RocketMan.GUIFont' threw an exception. ---> System.NullReferenceException: Object reference not set to an instance of an object
[Ref 14F78645] Duplicate stacktrace, see ref for original
--- End of inner exception stack trace ---
[Ref 9F1B6FED] Duplicate stacktrace, see ref for original
(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)
Frankly I wasn't even aware anymore that I had Gunplay.. or what that even does.
When turning on Devmode when a pawn is firing, the error log throws hundreds of red lines.
https://gist.github.com/HugsLibRecordKeeper/54a0683562ac781795660fa22726c3c4
Does anyone have an idea if this degrades performance? Can I now safely remove the mod, or should I instead just remove the coil guns using CherryPicker so they simply won't show up anymore?
Thanks for anyone who can point me toward a solution.
If you look at comments below, it may be due to gunplay
When I go to the coordinates, I find some gauss tracers are not disappearing; the only way to clear them is to restart the game. I don't know if it has something to do with VWE coilguns or something else.
I'm having traumatic flashbacks. A mod that provides extremely powerful weapons, yes. Absolutely. But oh god. Irresponsible use of them? The horror. The horror. The delightful horror.
XML error: <ImpactGlowMoteDef>Mote_ExplosionFlash</ImpactGlowMoteDef> doesn't correspond to any field in type EffectProjectileExtension. Context: <li Class="ProjectileImpactFX.EffectProjectileExtension"><explosionMote>true</explosionMote><explosionMoteSize>0.25</explosionMoteSize><ImpactMoteDef>Mote_YellowSparkFlash</ImpactMoteDef><ImpactMoteSize>1</ImpactMoteSize><ImpactGlowMoteDef>Mote_ExplosionFlash</ImpactGlowMoteDef><ImpactGlowMoteSize>2.5</ImpactGlowMoteSize></li>
when either mod is loaded with combat extended, alot of <impactmoteexplosion> and similar messages come up
Coilguns now respect Friendly Fire setting in game options.