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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/
Could you take a look at this and let me know what you think? I had two errors pop up at the same time and they both reference PFE. Otherwise, my mod list is clean, the only other errors that pop up from time to time are related Real Ruins, but they weren't present. There are some notes in the beginning of the PasteBin post that explain what happen and how I created it.
Error 1 [pastebin.com]
Error 2 [pastebin.com]
PasteBin said the content of my posts were obscene for some reason amd it made me make these 'private', so I hope you can access them with the links.
I can't see how - this mod is only actively doing something when a pawn is generated, it has no other impact - it doesn't even persist any information, it just modifies generated pawns inventories.
No worries I know you weren't meaning to insult! I'm sorry I took offense, I wasn't in the best frame of mind at the time. It's totally understandable given just how many people don't know how to properly manage their mods lists with this game, how poorly the in-game mod manager does mod sorting, and the fact the log doesn't actually include my full mod list.
As I said yeah most of those missing refs are from the Life Lessons for Everything mod, a number more are CE (who saw that coming!) and the remainder are from other random mods.
Thanks for the report and investigating it regardless! I looked into the code and can not say how this mod could break pawn generation the way it did for you, when you get to that many mods there are a lot of moving parts that might be the culprit, so it's best to keep it in the back of mind until someone else experiences it, too.
And in regards the the many errors I meant to insult, you gotta see it from the modders perspective, we see a lot of ramshackle load orders with hundreds of errors, it's easy to tell people to fix those first because that normally results in fixing a lot of their issues. All I saw was a ton of missing references, that normally tips off a thrown together load order.
Nonetheless I tested with the full list after removing this mod and it works fine, so it must be something else failing, potentially conflicting with this mod. That or it was a fluke that removing this mod fixed it.
I am not really able to test much with my full list loaded as, even my PC being decent, it takes upwards of 15 minutes to load each time.
If I found out any more info I'll let you know but for the time being, unless anyone else encounters it, I think this can just be shelved.
Nonetheless, failed patches isn't an issue when the mod they're patching isn't in use.
2. Thank you for letting me know there are catches in place. Must be a conflict with another mod in that case. I'll investigate and come back shortly with my findings.
I have to doubt that Possessions for Everyone is the culprit of your issues:
1. You have a very large amount of errors on startup, related to various missing defs, misconfigurations, etc. This points at a badly managed load order and should be taken care of first.
2. PfE can't break pawn generation, if an exception were to happen in its main patch, it would merely log it out and let the pawn generate normally:
https://gitlab.com/nightcorp/possessionsforeveryone/-/blob/master/Source/Patches/Patch_PawnGenerator.cs?ref_type=heads#L56
If you manage to reproduce the issue with a clean mod list (nothing but core and this mod), then I can look into it, but as is I have to suspect that other mods are responsible for this.
https://1drv.ms/u/c/0f583e98347aeaa3/EY3E0DwLztRAjL26JH5sM-0Bf5xVK_sgqTQB-9b7bXhs-Q?e=h1nmKA
Here's the player.log shared in OneDrive so you can see the error.
Can you add a field where I can choose a particular item that spawns on everyone? like if I want everyone to spawn with a couple survival meals, herbal medicine or ammo in their possession.
Appreciate it if you do :)
Yes. Safe to add or remove mid-save. The only time this mod truly does anything is when pawns are generated.
Thank you very much for the proper bug report, I did not know that book generation was actually broken from the previous messages. I added some extra handling for generating books as possessions so now they generate with proper titles, etc.
I also added a DefModExtension that anyone can quickly add to a ThingDef to prevent that thing from ever being generated as a possession, in case this ever happens to something else but I can't fix it or something.
I think there's some step to book generation that doesn't happen if the book is generated via the vanilla possessions system.
Not really, no. The possession generation is entirely up to base game, all this mod does is trigger it for given pawns.
This mod really just "unlocks" the possession limitations, the game itself determines whether or not something is a valid possession. It does this by checking if a given ThingDef has a "possessionCount" > 0.
No way to "force" pawns to spawn with the ammo as a possession though, the game simply selects one out of all the valid possessions to give to a pawn.
If you want that ammo to appear as a starting possession, simply use a PatchOperation for the given def and set the possessionCount to a number of your own choosing.
@Farbott
I am so sorry, I didn't receive any notifications for this mod so I just now saw that you had issues during naked brutality generation.
I believe I have resolved the issue, so if you ever give a naked brutality playthrough a shot - the initial pawns should be perfectly fine without possessions.
Without further details regarding the exception or access to your logs I can't do anything.
Exception loading file at https://gitlab.com/nightcorp/??????????????????????/-/raw/master/About/Manifest.xml . Loading defaults instead. Exception was: System.Xml.XmlException: The 'link' start tag on line 99 position 2 does not match the end tag of 'head'. Line 121, position 3.
Interesting idea, right now it just uses vanillas pool of possession items, I am unsure about adding rather complex settings to this mod, the settings would probably be more complicated than the rest of the mod.
Good point. I will see if I can add an exception for beggars