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I suspect if you run this and turn off the remaining animations it might work, but dunno for sure.
I'd like, for instance, to make flintlocks and muskets from VE use primitive explosive ammo, instead of just primitive ammo. I just can't find where to do that.
Colony always was managing what they wear just fine But ok
https%3A%2F%2Fdocs.google.com%2Fspreadsheets%2Fd%2F1dQ6ywPVqfu2JPzHz_wNGd09yeBHlaqnO2uCiV7G_kqc%2Fedit%3Fusp%3Dsharing
It states "Default Yayo Bullet Speed multiplier makes ship projectiles detonate prematurely. Set it to 1 to fix the issue."
This is an issue stated with the original writing of the mod which had settings at the time. Is there any way I can adjust the bullet speed to make this sos2 compatible? or if you have time could add the setting in?
Got it, will do then, thanks
I resumed my game and it 'seems' that there is no major effect to the exception, still I'll contact the team.
Error in static constructor of YayosCombatAddon.HarmonyPatches: System.TypeInitializationException: The type initializer for 'YayosCombatAddon.HarmonyPatches' threw an exception. ---> System.TypeLoadException: Could not resolve type with token 01000085 (from typeref, class/assembly yayoCombat.patch_Pawn_TickRare, yayoCombat, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null)