RimWorld

RimWorld

ModularWeapons 2
Possible mod conflict
Im gonna start with this, i have spent too mutch time trying to find that your mod is causing the issue ( 4 days of seartching for at least 5 hours a day) i have 420(200 in hugslib report) mods, if you are not willing to seartch for yourself, just delete this thread.

And the issue is that pawns wont shoot enemies on their own ( like fire at will is permanently off), and also when hunting with anything other than single shot guns, pawn will shoot 1 bullet, and then be stuck at acquiring target, and would not shoot untill you reload a save. )

here is hugs lib report with 200 mods active ( you are probably gonna see some not relevant errors, cuz i was turning mods off untill i have found that your's mod that is causing the problem)

https://gist.github.com/HugsLibRecordKeeper/7a9e6307b8bf7d581baafc97d489c3c8

probably a good reference point to find when issue happened, it happened just before trade caravan appeared.

game version 1.5.4409 rev1118

PS. from other posts i have seen here, one advice, ,mabey you werent able to replicate the issue, beause for me, it dosnt appear on a fresh dev quick start world, but appears only after some time ( tested on 3 saves) and when it appears, it wont go away untill i disable your mod
Last edited by radekr5; 9 Jul @ 7:00pm
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Showing 1-15 of 27 comments
kaitorisenkou  [developer] 12 Jul @ 8:24am 
This kind of report is very helpful. Thank you!
Potatoe 12 Jul @ 11:58pm 
This is the error I was getting when they were trying to shoot and stalling out, similar to what the other person is describing: [MVCF] Not found: Verse.Verb_Shoot(heavy SMG)
When I had them equip a different gun and try to shoot, the game would crash every time.
yeah, what happened to potatoe just happened to me, I had a pawn with the heavy smg and she wouldn't hunt with it so I switched her to the modded hunting rifle or something and the game crashed when i told her to hunt.
Wareware 14 Jul @ 11:19pm 
OK.
If the shooting bug happens in my 1.6 environment, I’ll post my log and mod list to help with troubleshooting!
braekyn 16 Jul @ 1:10am 
Can confirm, I'm having the same issue
Wareware 17 Jul @ 1:42am 
やっと私の環境で発生してくれた。1.6でも起こることを確認。
Finally reproduced it on my end. Confirmed the issue still occurs in RimWorld 1.6.


----------------
表面上、見えている事:モジュラーカービン一発撃って棒立ち
Pawn equipped with Modular Carbine fires one shot and becomes stuck.

HugsLibLog:
https://gist.github.com/HugsLibRecordKeeper/dd6f310a705346385b6f6041b898a979


テストA:現象発生後、撃たなくなるか確認
1.最初の一発を撃って棒立ちを発生させる。
2.他の武器を装備させる(他のモジュラーウェポン、バニラの軍用ライフル、XMLだけのシンプルなMOD武器)
3.射撃を行う
結果:いずれも射撃行動をしなくなる

Test A: Behavior after the bug triggers
1.After first shot, pawn gets stuck (idle).
2.Equipping other Modular weapons (including vanilla and XML-only weapons)
-> does not fix it.


テストB:他のモジュラー系でも発生するか確認
1.一発目を撃つ前に、カービン以外のモジュラー武器に持ち替える
2.射撃を行う
結果:モジュラーバトルライフル、モジュラーハンティングライフル、いずれも棒立ちになる

Test B: Other modular weapons
Same issue occurs with Modular Battle Rifle and Hunting Rifle.
-> Pawn stops shooting after the first shot.


テストC:
バニラの軍用ライフルを装備させて、最初の一発で棒立ちになるか確認。
結果:棒立ちにならなかった。射撃を継続した。

Test C: Vanilla weapon check
1.Using vanilla Assault Rifle does not cause the issue.
-> Pawn keeps shooting as expected.


以上の結果から、何らかの競合で、ポーンの内部状態が破損していると推測される。
TryCastShot()成功後にPawn_StanceTrackerやJobDriverが進行しない(タスク未完了)?

Suspected Cause
After TryCastShot(), the Pawn_StanceTracker or JobDriver does not progress properly.
Possibly stuck in a FullBodyBusy or uncompleted stance state?
Wareware 17 Jul @ 7:10am 
本現象と関係あるかわからないけど、モジュラー武器を装備から外したところ、以下ワーニングメッセージを確認。
I'm not sure if it's related to the issue, but when I unequipped the modular assault carbine, I got the following warning message:

  [MVCF] Not found: Verse.Verb_Shoot(モジュラーアサルトカービン)

QuickStart側でも試したところ、表示は無かった。
I also tested this in a QuickStart environment, but the warning didn't appear there.

何かの切っ掛けで、MVCF(Vanilla Expanded Frameworkの機能)が、Verse.Verb_Shootを見失う?
Could MVCF (from Vanilla Expanded Framework) be losing track of Verse.Verb_Shoot under certain conditions?

HugsLib Log:
https://gist.github.com/HugsLibRecordKeeper/662099f34675fe267dc2654207b8aa95
Wareware 17 Jul @ 7:13am 
VEFとの非互換を怪しんだ。
RimSortでは、Modular Weapons 2はVanilla Expanded Frameworkの前に読み込まれる。
In RimSort's default load order, Modular Weapons 2 is loaded before Vanilla Expanded Framework.

この順序でワーニングが出たので、VEFの後に読み込ませるよう変更。
Since the warning appeared, I tried loading Modular Weapons 2 after VEF to test the effect.

しかし、それでもワーニングおよび、「一発撃った後に棒立ちになる」現象は発生。
However, warning + issue (firing only once, then standing still) still occurred even when the load order was reversed.

読み込み順ではない要因が関係していると思われる。
So I suspect the root cause is not the load order, but something else.
Last edited by Wareware; 17 Jul @ 7:17am
kaitorisenkou  [developer] 19 Jul @ 5:09am 
Up to date for bugfix.
Originally posted by Wareware:
[MVCF]
If this bug caused by MVCF (a feature of VEF), it must be fixed.
Wareware 19 Jul @ 2:36pm 
自環境のセーブデータにて、問題のポーンが装備している MW2_AssaultCarbineを確認したところ、<verbTracker /> という状態でセーブされていました。
In my environment, I found that a pawn equipped with MW2_AssaultCarbine had <verbTracker /> in the save data.

何らかの競合、あるいはセーブタイミングの問題で verbTracker が正しく保存されなかったのかもしれません。
It might be caused by a mod conflict or a timing issue during saving, where verbTracker wasn't properly serialized.

結果、ロード時に Verse.Verb_Shoot not found という形で、VEF側が該当のverbを読めないと警告を出している?
As a result, VEF may be throwing a warning like Verse.Verb_Shoot not found because it cannot resolve the expected verb during loading.
Wareware 19 Jul @ 2:55pm 
XML MOD以上のことをやったことない身なので、見当違いな話をしているかもしれません。

I’ve only dealt with XML mods, so please forgive me if I’m off the mark here.


---------------------------
public override void PostExposeData()
{
base.PostExposeData();

// ★ verbTracker セーブとロード対応
Scribe_Deep.Look(ref verbTracker, "verbTracker", new object[] { this });

// ★NULL対応(Regenerate null prevention (Only on Load)
if (Scribe.mode == LoadSaveMode.LoadingVars && verbTracker == null)
{
verbTracker = new VerbTracker(this);
}

if (Scribe.mode == LoadSaveMode.Saving)
{
charges_forExposer = AbilityForReading?.RemainingCharges ?? 0;
}

// ★ The following omitted
ScribeInit();
Wareware 20 Jul @ 3:35am 
MW2アップデート後の切り分け。

*現象発生データ(アップデート前からのセーブ)*
:撃たなくなる棒立ち発生。装備から外したときのワーニングメッセージ「Verse.Verb_Shoot not found」は発報

*デバグ系MOD+DLCとVEFのみ環境*
開発クイックスタート → デバグ生成MW2カービンを装備させてセーブ → セーブデータをテキストエディタで操作して装備している<def>MW2_AssaultCarbine</def>のverbTrackerを<verbTracker />に書き換え。
:棒立ちになる現象発生せず。装備を外してもワーニングメッセージ発報せず
https://gist.github.com/HugsLibRecordKeeper/f2c96909220a60e1d8ad1a72692e07a1

*現象発生MOD構成で、開発クイックスタート*
開発クイックスタート → デバグ生成MW2カービンを装備させてセーブ → セーブデータをテキストエディタで操作して<def>MW2_AssaultCarbine</def>のverbTrackerを<verbTracker />に書き換え。
:棒立ちになる現象発生。装備を外した時のワーニングメッセージ発報
https://gist.github.com/HugsLibRecordKeeper/567187c2e5fb7a967c686053e45810a5
Wareware 20 Jul @ 3:37am 
🇬🇧English
Testing after MW2 (Modular Weapons 2) update.

● On a save where the issue originally occurred (pre-update)
Pawn stops firing after one shot ("idle bug")

Remove from equipment: Verse.Verb_Shoot not found

● Minimal environment: Only debug tools + DLC + VEF
Quickstart → debug mode : Spawn Modular Assault Carbine → Save the game
→ Manually edit the save and replace <verbTracker>...</verbTracker> with <verbTracker /> for <def>MW2_AssaultCarbine</def>
→ Issue does not occur. No warning appears when removing weapon
gist link (Test log 1)

● In the mod environment where the bug was originally observed
Same steps (edit verbTracker to be empty)
→ Idle bug occurs again, and removing the weapon shows the warning
gist link (Test log 2)
Last edited by Wareware; 20 Jul @ 4:13am
Wareware 20 Jul @ 4:40am 
以上の事から、[MVCF] Not found: Verse.Verb_Shoot というワーニングと因果関係があることが確認できました。
Based on the above investigation, I was able to confirm a causal relationship with the warning:MVCF Not found: Verse.Verb_Shoot

切り分けの結果、以下の2つの問題が混在していると推測されます:
It seems that two separate issues are involved here:

①verbTrackerが <verbTracker /> になっていると、一発撃ってその後棒立ちになる現象。
When verbTracker is saved as <verbTracker />, the pawn fires once and then stops shooting (stands still).

②verbTrackerが <verbTracker /> という状態でセーブされてしまう問題。
The issue that causes verbTracker to be saved as an empty tag (<verbTracker />) in the first place.


クイックスタートから保存データを書き換えることで、安定して①の再現が可能になりました。
I've found a reliable way to reproduce issue 1 using quickstart and save file editing.

そのため、①についてはMODを1つずつ外していけば、撃たなくなる部分は突き止められると思われます。
So, it should be possible to isolate the conflicting mod(s) by removing them one by one.

問題は②の方です。なぜ <verbTracker /> のように保存されてしまうのかが、今のところ不明です。
The real challenge is issue 2 — why verbTracker is being saved as <verbTracker /> in the first place remains unclear.
Wareware 20 Jul @ 4:46am 
昨日のバグフィックスで、②の問題(<verbTracker />として保存されてしまう件)は、もしかするとすでに修正されているかもしれません。
After yesterday’s bugfix, issue ② (where verbTracker gets saved as <verbTracker />) might already be resolved.

しかし、すでに <verbTracker /> の状態で保存されているモジュラーウェポンがセーブデータに残っている場合、引き続き①の現象(一発撃って棒立ち)が発生するかもしれません。多分……
However, if any modular weapons with <verbTracker /> are already present in an existing save file, issue ① (fires once, then stands still) may still occur. Maybe...
Last edited by Wareware; 20 Jul @ 4:50am
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