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This mod uses the base games possession generation logic. If you want pawns to generate with ammo, you should suggest to the mod author of the ammo mod to change how pawn possessions are generated.
The exception stems from this line in base games code:
PawnBioAndNameGenerator.GiveAppropriateBioAndNameTo(pawn, faction.def, request, xenotypeDef);
I assume the faction has NULLed out instead of being a valid value, which coughs up the NullReferenceException in your case. But PfE doesn't touch the pawns faction except for reading it to figure out whether or not to generate possessions. And all the PfE patches are wrapped into try-catch blocks so you would never get a "natural" exception thrown by them.
A simple search over your hugslib did provide multiple different mods that modify faction generation behavior, so I am inclined to suspect one of those are at fault. Specifically faction manager seems like it may be a prime candidate to break factions on pawn generation.
Thanks for the extra details at the top of the link btw, the bugs that you can't reliably reproduce tend to be the hardest ones to fix.
The links are sadly not available, you could try using this site instead:
https://rentry.co/