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Well it worked so thank you guys so much for the help!
Yes I did.By the way, my 1.5 save contains many mods.Maybe it's my mod's problem
Have you loaded your 1.5 save in 1.6 and saved it again before transferring?
Loading 1.5 save in 1.6 should add precept automaticaly.
To prevent conflicts with existing precepts, I just chose a large number for the ID, and the randomSeed should be able to be set arbitrarily.
After that, entering the save allowed me to successfully launch the gravship.
I haven’t played in a multi-ideology setup, but I guess you could follow the same steps for each different culture.And use different id and randomseed
The following content was translated using a translator.
I created a new save file and searched the save for <li Class="Precept_GravshipLaunch">. I copied the entire class, then went back to old save and searched for </foundation>. Just below that, you can see the culture name. A few lines down, found <precepts>. Since I’m playing in Classic mode and only have one ideology, I added the copied class to <precepts> in any order, like this.
<precepts>
<li>
<name>出轨</name>
<def>RomanceOnTheRim_Cheat_Forbidden</def>
<ID>588</ID>
<randomSeed>1654497712</randomSeed>
<usesDefiniteArticle>True</usesDefiniteArticle>
</li>
<li Class="Precept_GravshipLaunch">
<name>发射逆重飞船</name>
<def>GravshipLaunch</def>
<ID>123456</ID>
<randomSeed>407159785</randomSeed>
............................
</li>
Should i just take a random class and add it to a random ideology. Then repeating this to mix the Precept_GravshipLaunch classes so each ideology gets its own class?
Thanks for any help!
JobDriver threw exception in toil MakeNewToils's initAction for pawn 雪吟
driver=JobDriver_PilotConsole (toilIndex=1) driver.job=(PilotConsole (Job_80695854) A = Thing_PilotConsole11834642 Giver = ThinkNode_QueuedJob [workGiverDef: null])
System.NullReferenceException: Object reference not set to an instance of an object [Ref 92E6ACE0]