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Exception filling window for FactionLoadout.FactionEditUI: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 33B62580]
at FactionLoadout.PawnKindEditUI.ScanDefs () [0x0009c] in <9b63b8c571dd4c79a82599ea3b81a8c2>:0
at <0x153df536140 + 0x00212> <unknown method>
at FactionLoadout.FactionEditUI.DoWindowContents (UnityEngine.Rect inRect) [0x0079c] in <9b63b8c571dd4c79a82599ea3b81a8c2>:0
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001a6] in <630e2863bc9a4a3493f2eff01e3a9556>:0
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)
Verse.Window:InnerWindowOnGUI (int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
but too be fair i wasnt getting this error before i changed its mod order and it still wasnt working
With Character Editor you can remove/add a tag on any item to stop it from spawning, or use Cherry Picker if you want to remove it alltogether from spawning naturally
I also only had that mod to test. Do I need to do anything else?
I opened the game, generated a new world, selected new pawns and loaded the map, then tried to access the mod settings.
Copying and pasting loadouts would also be nice, I find myself wishing I could paste a loadout and make small changes to create variants. Maybe that's in and I'm just blind
During the 1.6 update, a couple of faction mods I'm using changed their ID, and now I can't edit the preset I'm using. Is there any way around this, or do I have to re-do the entire preset?
As for the empty settlements no idea is that new with 1.6? Is the any kind of error? Making them so expensive it can’t spawn any is my only initial thought