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System.NullReferenceException: Object reference not set to an instance of an object
[Ref 816B394F] Duplicate stacktrace, see ref for original
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch5 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.TickManager.DoSingleTick_Patch5 (Verse.TickManager)
Verse.TickManager:TickManagerUpdate ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Game.UpdatePlay_Patch2 (Verse.Game)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root_Play.Update_Patch1 (Verse.Root_Play)
Can't say i've ever seen this happen before when removing a mod in 1.4 using mid-save saver but the save is non-functional now.
Anyone knows how to fix this?
I did find a way to fix it by:
enabling dev mode,
going to the dev actions menu and selecting "T: Pass To World",
clicking the bugged pawn (make sure you remember the pawns name before doing so),
going back into the actions menu and selecting "Spawn world pawn..." and finding the pawn in the next menu,
selecting any of the next options (unsure if it makes a difference which; I chose colonist),
then finally using "T: Recruit" on them.
https://gist.github.com/HugsLibRecordKeeper/5db801dc775d2b6238f92a0dec65daee in case anyone wants to see the errors idk
Thanks very much.
Would be better if it's possible to add a "save player faction" feature that assign default story and faction then make player pawn colonists if player faction added by mod is removed. I did everything mentioned above with a text editor by hand to save my save completely.