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░░░▌░▄▄▄▐▌▀▀▀░░ THIS IS BOB
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▀█▌░░░▄░▀█▀░▀ ░░ STOP COPYING AND PASTING HIM,
░░░░░░░▄▄▐▌▄▄░░░ HE NEEDS TO STOP
░░░░░░░▀███▀█░▄░░ TAKING OVER THE
░░░░░░▐▌▀▄▀▄▀▐▄░░ WORKSHOP
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I can't talk with any NPC's with this mod enabled.
If i disabled Infernum everything works fine.
this is most likely Dialect Mod causing that, which Mod of Redemption uses.
the Dialect mod creator is in the process of making it more compatible with this mod, and the patch should be out anytime before New Years.
Added a Mod.Call. Nothing changed to players
This might help with the Dialect mod a bit, allowing it to replace this UI when needed without causing the UI to just not draw, or if you have any other ideas on compat for Dialect lemme know
It's nothing crazy but it thought something looked slightly off from last time i played in 1080p
is there a way to disable hapinness button?
Fixed interacting with signs causing exceptions issue, thanks to @Antirhinnum [github.com]!
https://test-steamproxy.haloskins.io/profiles/76561198984999544/screenshot/2476496897576650193/
(help)
Fixed the mod quest fish causing exceptions issue
Are you talking about NPCs from fargo's mod? Unfortunately the icons must be added by fargo because from a code level, the sky biome used by fargo for NPCs is created by itself without using the vanilla code, so there is no icon.
That said, a half-bug, half-compatibility thing I would like to bring to your attention is that NPCs who like/dislike the Sky or Underworld have no symbol on their panel - instead being a question mark. It'd be neat if you could add those!
heres the github for it
I am interested in the Dialect mod. So instead of making it possible to change the cog icon, I will look into the mod first when I have time
The custom buttons Dialect lets modders add also wouldn't show up in this mod, and I dont expect you to make them since that seems pretty impossible, so the cog icon is important to switch, though I wonder if you could somehow check if an npc is "supported" by Dialect and have this mod's UI disabled for them by default. You'd have to look at Dialect's code for that if you wanna do that, maybe I could ask the Dialect creator for a Mod Call that gets the List of supported npcs, since they do use a list