For those who downloaded the old version: When you unzip the zip file, you will find two files inside: one file named CustomData should be placed in LobotomyCorp Data/CustomDate. The other file, subspecies E.G.O Girls' Edition, should be placed in BaseMods. It does not seem to work well if the Zip file is not extracted or if the two files are extracted and placed directly in the Basemods file.So please use the above method.
i cannot seem to get it to work while trying it each time have tried agent present or standart forge with slime girl armor number it keeps not working as i also tried everything in the comments could somebody help me ?
Hello. I also followed the instructions and it did not work, but I solved the problem. I would like you to try the following method. Copy the BaseMODs>subspecies E.G.O Girls' Edition folder in the downloaded mod folder under the LobotomyCorp_Data> BaseMods directory and select it in the mod manager mod selection screen.
im just kind of lost im extreemly new to the whole terminal thing i tried loading in pressing ` typed standard forge 3000630 and nothin happend plase help regu
So, I may just be a fool, but this mod seems to be lacking a DLL. The only files still in here are the sprites and information, so only the faces and hair can be used. Based on the comments there used to be one, but the most recent update may have removed it on accident.
There is no DLL file in my mod from the beginning. Have you tried the steps to activate the mod? (console commands, etc.) If you have any questions, please let me know.
From further testing, it seems like this mod rips the sprite sheet apart. When attempting to continue a file, it will show the day start animations for Malkuth's department, and keeps the main room loaded. When loading the tutorial, it will always load into the employee select screen with no LOB points, no employees, and an unknown Abnormality. When cheating in LOB points to hire someone, they cannot be hired because the button to do so does not work, their gear reads "Kingddugcrusher" as the weapon and "Guardiankingddug" as their armor, and the employee appears as a collection of white squares with hair and an armband. No gear can be spawned, even from the standard game.
The best I can get in terms of an error code is as follows: "Non-static field requires a target at System.Reflection.MonoField.GetValue (System.Object obj) [0x00000] in <filename unknown>:0 at WorkerSpriteManager.GetWeaponSprite_Mod (WeaponClassType type, LobotomyBaseMod.KeyValuePairSS SS) [0x00000] in <filename unknown>:0 patch success patch success"
i extract it and put it all in Basemod but when i use agent present [id] [ego;id] and standard forge [id] both doesn't work, did i did something wrong? cuz i just put it all in the base mode should I seperate the basemod part and costume part?
I’m writing this because I had a problem with the Pink Halo of the Army in Black that this mod adds, so in case anyone else encounters the same issue, you can use this as a solution. Basically, if you use the command to add it to a character, it will work. You can see that the character's stats actually change, but the halo neither appears in the gift menu nor on the actual character. This is because the "txt" file calls for a sprite named 'Halopink,' but the actual name of the sprite is 'Halo_pink.' To fix this visually, you can either change the entry in the text file to 'Halo_pink,' or rename the sprite to 'Halopink.' As for the issue of it not appearing in the gift area, it’s because the halo needs to be a "Special" Gift in order to be placed above the head. From what I understand, we can’t manage special gifts (lock or hide them visually), since the only other "Special" Gift is the Blessing from Plague Doctor/White Night, which determines who will transform. Unfortunately, there’s no way to manage this (at least not that I’m aware of). I hope this helps, since I spent the whole afternoon yesterday looking for the info XD.
Also... I noticed, because of all this fuss, that the descriptions of the gifts in this mod weren’t actually correct since they use the regular one from the abnormalities. And since I like knowing what things normally do, I slightly remade the txt and xml files so that the descriptions match the actual buffs and debuffs, in case you want them for a next update.
60 comments
I also followed the instructions and it did not work, but I solved the problem.
I would like you to try the following method.
Copy the BaseMODs>subspecies E.G.O Girls' Edition folder in the downloaded mod folder under the LobotomyCorp_Data> BaseMods directory and select it in the mod manager mod selection screen.
and nothin happend plase help regu
When loading the tutorial, it will always load into the employee select screen with no LOB points, no employees, and an unknown Abnormality. When cheating in LOB points to hire someone, they cannot be hired because the button to do so does not work, their gear reads "Kingddugcrusher" as the weapon and "Guardiankingddug" as their armor, and the employee appears as a collection of white squares with hair and an armband.
No gear can be spawned, even from the standard game.
The best I can get in terms of an error code is as follows:
"Non-static field requires a target
at System.Reflection.MonoField.GetValue (System.Object obj) [0x00000] in <filename unknown>:0
at WorkerSpriteManager.GetWeaponSprite_Mod (WeaponClassType type, LobotomyBaseMod.KeyValuePairSS SS) [0x00000] in <filename unknown>:0 patch success
patch success"
Basically, if you use the command to add it to a character, it will work. You can see that the character's stats actually change, but the halo neither appears in the gift menu nor on the actual character. This is because the "txt" file calls for a sprite named 'Halopink,' but the actual name of the sprite is 'Halo_pink.' To fix this visually, you can either change the entry in the text file to 'Halo_pink,' or rename the sprite to 'Halopink.'
As for the issue of it not appearing in the gift area, it’s because the halo needs to be a "Special" Gift in order to be placed above the head. From what I understand, we can’t manage special gifts (lock or hide them visually), since the only other "Special" Gift is the Blessing from Plague Doctor/White Night, which determines who will transform. Unfortunately, there’s no way to manage this (at least not that I’m aware of).
I hope this helps, since I spent the whole afternoon yesterday looking for the info XD.
Also... I noticed, because of all this fuss, that the descriptions of the gifts in this mod weren’t actually correct since they use the regular one from the abnormalities. And since I like knowing what things normally do, I slightly remade the txt and xml files so that the descriptions match the actual buffs and debuffs, in case you want them for a next update.