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View Code? Open in Web Editor NEWHome Page: https://boneworks.thunderstore.io/package/gnonme/ModThatIsNotMod/
Home Page: https://boneworks.thunderstore.io/package/gnonme/ModThatIsNotMod/
It only lets me spawn in ammo boxes, all the options are called spawnables too.
I'm trying to use EasyMenu to use maps and things, but BoneMenu always overrides it. Help?
i've noticed that when spawning the utility gun with the bonemenu, it will not shoot. however, in the museum basement it's already spawned in, and it works. just thought i'd let you know this was a problem.
I been having this problem where the game simply crashes when it loads up custom items. Not sure what's causing it. I do have a lot of custom items though, but i dont think that could be why its always crashing.
This is really nice for loading mods, but controlling it is a bit of a hassle (for me at least), I often turn several things on/off or select something I don't want to select while scrolling.
So, an option for a more traditional menu similar to the Utility Gun or the main menus (where it's large, relatively stationary, and controlled using a pointer + buttons/triggers, instead of Ford's finger position) would be great.
If you have any suggestions for alternatives or things to try, that would be great too.
for some reason the ultility gun is not working on any map no matter where i am or how i use it and second i cant use the bonemenu anymore
System.MissingMethodException: void UnityEngine.AssetBundle
this is the error and I can't use the mods because of this
Can you help me ?
That is the entire of the error
[16:02:10.286] [ModThatIsNotMod] [ERROR] System.MissingMethodException: void UnityEngine.AssetBundle..ctor(intptr)
at UnityEngine.AssetBundle.LoadFromMemory (UnhollowerBaseLib.Il2CppStructArray1[T] binary) [0x00001] in <f48ecbd1440c4f78af92cefb145753f2>:0 at ModThatIsNotMod.BoneMenu.MenuManager.InitialSetup () [0x0005a] in <2031d020a3e2432e869ba3812f92a263>:0 at ModThatIsNotMod.Main.OnApplicationStart () [0x0006e] in <2031d020a3e2432e869ba3812f92a263>:0 at MelonLoader.MelonHandler+<>c.<OnApplicationStart_Mods>b__29_0 (MelonLoader.MelonMod x) [0x0003a] in <0f6d2009dc5d4313a30db0346f3f685b>:0 at MelonLoader.MelonHandler.InvokeMelonMethod[T] (System.Collections.Generic.List
1[T]& melons, MelonLoader.MelonHandler+InvokeMelonMethodDelegate`1[T] method, System.Boolean remove_failed) [0x00032] in <0f6d2009dc5d4313a30db0346f3f685b>:0
Weapons can be set to have custom slide lock animations. For example, if an HK-styled weapon's bolt is locked back, it moves it up onto the notch as well. Or if a pistol is locked back, the actual slide lock button can be pushed upwards.
If a weapon slide is forwards and is locked back by hand, the weapon will only play its slide back animation and not the slide lock animation.
Is there a possibility of making it so that weapons locked back by hand can still play their slide lock animation?
I have done a lot of isolation testing to see if it's another mod but i dont think so
Since the last update to modthatisnotamod a few days ago, in Arena - Fantasy arena with mods loaded, after beating wave 1, either new enemies do not spawn or they spawn but don't advance towards you. Thinks work fine with no mods loaded (vanilla). This is on brawl mode.
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