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debug log is as follows:
System.NullReferenceException: Object reference not set to an instance of an object
at AwesomeInventory.UI.ToggleGearTab.ToggleTab () [0x00057] in <406120e5e2af45cb9a1ec68f1f4bd6ba>:0
at Verse.Command_Action.ProcessInput (UnityEngine.Event ev) [0x00007] in <29684bdca4b441d38f64a3f064edc8ed>:0
at (wrapper dynamic-method) Verse.GizmoGridDrawer.DMD<DMD<DrawGizmoGrid_Patch1>?1550969216::DrawGizmoGrid_Patch1>(System.Collections.Generic.IEnumerable`1<Verse.Gizmo>,single,Verse.Gizmo&)
at (wrapper dynamic-method) RimWorld.InspectGizmoGrid.DMD<DMD<DrawInspectGizmoGridFor_Patch2>?692066560::DrawInspectGizmoGridFor_Patch2>(System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&)
Verse.Log:Error(String, Boolean)
Verse.Log:ErrorOnce(String, Int32, Boolean)
RimWorld.InspectGizmoGrid:DMD<DMD<DrawInspectGizmoGridFor_Patch2>?692066560::DrawInspectGizmoGridFor_Patch2>(IEnumerable`1, Gizmo&)
RimWorld.MainTabWindow_Inspect:DrawInspectGizmos()
RimWorld.InspectPaneUtility:ExtraOnGUI(IInspectPane)
RimWorld.MainTabWindow_Inspect:ExtraOnGUI()
Verse.WindowStack:WindowStackOnGUI()
RimWorld.UIRoot_Play:DMD<DMD<UIRootOnGUI_Patch1>?792297472::UIRootOnGUI_Patch1>(UIRoot_Play)
Verse.Root:OnGUI()
Reason: Awesome Inventory makes Smart Medicine's Stock-Up feature inaccessible.
Ratkins + Rabbies confirmed. Amongst others, that use different bodies.
Any plans to incorporate or is it too much trouble?
Unfortunately changing load order hasn't helped after all.
https://i.imgur.com/5Z4O3aW.png
Turns out it is not about body type but more like a configuration issues when race mods defining their races.
One solution I suggest is posted here, https://gist.github.com/Mhburg/bbc2b89d58e2e6310d281aaf36dbd63f
You can suggest it to the author. In the meantime, you can replace the PawnBaseDef.xml content with the one I post.
Alrighty; apologies. When I read "whitelist" I only think of the exact term, as in "things they are allowed to pick-up". I didn't expect that they would do the same as Smart Medicine's Stock-Up. Either way, maybe add a note to that effect in the description? :)
Edit: Oh, I see it. Either you did that after I my first post, and you're awesome, or before, in which case I'm blind and you're awesome.
Remember that so many "auto-registration" reports right?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1541460369
This is the culprit behind the problem. These types of mods store "dressing policies" separately for each profile. That means no matter how much you change the loadout, your pawn always returns to the state where no loadout is assigned.
I think every mod involved in the dress policy change is likely to conflict with your mod. if there is a conflict in other dress-conversion mod, I will let you know as well. I intend to experiment with [KV] Change Dresser - 1.1 additionally