Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
@adi ~ I've managed to see this bug exactly once while using S&D. I'm not entirely sure what causes it, I think it's to do with how the game ranks targets. It's not something that is all that possible to fix without replacing large parts of the AI though.
Exception in Verse.AI.ThinkNode_Priority TryIssueJobPackage: System.NullReferenceException: Object reference not set to an instance of an object
[Ref F6974EF8]
at SearchAndDestroy.ThinkNode_ConditionalSearchAndDestroy.Satisfied (Verse.Pawn pawn) [0x00001] in
@Cyber Witch ~ Perfectly safe ^.^ You might get a 1 time error, but it's alright
@Avtark ~ Haha, glad it works. RunAndGun is on my list and in progress with being taken over. Just rewriting the settings menu to not require Hugslib, I'll make sure the mod works with CE as well
@Vlad Draculea ~ It should, let me know if it isn't and I can add compat for it ^.^
tho its probably a rather hard mod to do or already existing perhaps
is there one that kinda lets the game play on its own like watching a stream i guess, would be really interested in one, maybe that lets the pawn build on their own, planning growing zones etc
I keep having this issue where a melee pawn swaps to a new target before they reach the current one, with no real attempt to attack/kill.
If I disable S&D with the F key, manually attack and enemy, then re-enable - the pawn seems to target enemies further away than one right next to it.
I'll bring this up with the CE team instead. Sorry for the confusion, and keep up the great work on S&D!
I’ve noticed that when a pawn’s weapon runs out of ammo (with Combat Extended), the mod automatically stores the weapon in their inventory instead of keeping it equipped. Currently, the only way to re-equip it is to manually drop and pick it back up, which can be tedious during combat.
Would it be possible to add an optional toggle in the mod settings to disable this auto-switching behavior? For example:
A checkbox like "Disable auto-store empty weapons" to let pawns keep holding their guns even when ammo is depleted.
This would give players more flexibility, especially for those who prefer manual weapon management.
Thanks for considering this suggestion! Keep up the fantastic work.
@BRSaura Good to know that the pawn ticking rate being lowered causes the issue to happen more often, would make it easier to replicate and fix
我很喜欢这个mod,所以请您更新一下这个问题,看下如何解决,毕竟是老问题了,这个mod最开始发表的时候就有了