RimWorld

RimWorld

Star Wars KotOR Resources and Materials
173 Comments
⚡ÆLP⚡ Aug 24 @ 2:22pm 
when update will come
PanicOregon281 Aug 23 @ 7:15pm 
just realized i should provide the log, because more than anything this is probably some conflict or another mod fiddled with worldgen in their mod update
https://gist.github.com/HugsLibRecordKeeper/513a377c89fe0309459e90e05be5e01c
PanicOregon281 Aug 23 @ 6:46pm 
anyone else getting this with the KotOR mods, had to use visual exception to catch it without a crash to desktop? confirmed on my end, i get this error only when KotOR is loaded.


Exception in Verse.LongEventHandler.ExecuteToExecuteWhenFinished: System.NullReferenceException: Object reference not set to an instance of an object
[Ref E55DCB92]
at Verse.BuildableDef.ResolveIcon () [0x00081] in <cb53cd4422904947932d33f561ad8d15>:0
at Verse.ThingDef.ResolveIcon () [0x00000] in <cb53cd4422904947932d33f561ad8d15>:0
at Verse.BuildableDef.<PostLoad>b__78_0 () [0x00021] in <cb53cd4422904947932d33f561ad8d15>:0
at Verse.LongEventHandler.ExecuteToExecuteWhenFinished () [0x00089] in <cb53cd4422904947932d33f561ad8d15>:0
- TRANSPILER net.pardeike.rimworld.lib.harmony: IEnumerable`1 VisualExceptions.ExceptionsAndActivatorHandler:Transpiler(IEnumerable`1 instructions, MethodBase original)
guy762  [author] Aug 23 @ 2:14am 
@tachi my updates from that week hadn't touched anything world generation-related. is it still happening currently?

@Spank Daddy couldn't find anything notable in the log, but those errors are from mostly unused code so they should be safe to ignore

@⚡ÆLP⚡ should be safe to ignore and fixed when I push the next update

@MacB00k_Man it requires the Mandalorian Equipment research project

@Luckspeare good catch, will be fixed in the next update push
Luckspeare Aug 22 @ 11:26pm 
More HugsLib log.

https://pastebin.com/SpJWxcSk

The following mods work fine without errors:

Harmony
Loading Progress
Better Stacktraces
Hugslib
Mod Manager (Continued)
XML Extensions
Star Wars : The Force - Lightsaber
ModularWeapons 2


But if I add the Star Wars KotOR Resources and Materials mod at the bottom of those, I get red errors that start as shown below, and as shown more fully in the error log linked above.

---

XML error: Could not find parent node named "guy762_KotORpartOverlay_pockets" for node "ModularWeapons2.ModularPartsDef". Full node: <ModularWeapons2.ModularPartsDef ParentName="guy762_KotORpartOverlay_pockets"><defName>guy762_KotORpartOverlay_pockets_hvy</defName><attachedTo>guy762_KotORMount_overlay_hvy</attachedTo></ModularWeapons2.ModularPartsDef>

Could not execute post-long-event action. Exception: System.NullReferenceException: Object reference not set to an instance of an object
MacB00k_Man Aug 22 @ 10:33am 
How do I make beskar, I got the mandalorian iron and plasma furnace but there’s no option for it
⚡ÆLP⚡ Aug 18 @ 12:15pm 
Spank Daddy Aug 17 @ 7:53am 
Hello! Love the mod! I was getting an error that said something about missing spinning projectile (and a few other errors im not sure if they are important). Here's my hugslib:

https://gist.github.com/HugsLibRecordKeeper/e2512837efc2be9deaa87d09956cc649

Any help if these are important or conflict with one of my many 300 mods is appreciated! Thanks again!
tachi Aug 16 @ 10:15am 
I think your most recent update broke my save. I was playing this morning and my save was fine. i came back 3 hours later and steam finally downloaded your update. Upon loading my save a good portion of my mountain are gone as if theyre hollow now. Theres no errors in my logs removing terrain from my save but I cant really think of any other mods that would be causing this. out of the couple mods that updated upon coming back to my save yours is the only one that i think affects terrain generation.
⚡ÆLP⚡ Aug 14 @ 3:38pm 
any update? for errors
GULÉ🏠 Aug 10 @ 10:56am 
I think this mod is giving errors?

https://gist.github.com/HugsLibRecordKeeper/27e5a6428968cf9eb7ff8b0aaad5ddb5

[SWCP Core/Tools] Failed to retrieve a CharacterDefWithRole<TRole> list from the role registry, returning empty.
Kujima Aug 7 @ 9:08pm 
For anyone getting the graphic render errors:

1. Go to mods
2. turn off this mod and any that depend on it.
3. save and restart game
4. turn the mods back on
5. save and restart game
6. Load your game. It should be working (worked for me anyway)

Good luck
Geargrinder Aug 7 @ 7:29am 
I don't know what changed between yesterday and today, but as of today I'm getting SCWP.core errors and can't play with the KOTOR mods. Where do I go for bug reporting?
月吟裔德格 Aug 7 @ 1:45am 
This bug disappeared after I removed the Star Wars mods from the mod list, saved the game, and then re-added the Star Wars mods.
月吟裔德格 Aug 7 @ 12:06am 
The mod list has not been adjusted. After this update, pawns disappeared and there were error messages every frame.
月吟裔德格 Aug 7 @ 12:04am 
Exception in Verse.PawnRenderer.RenderCache: System.IndexOutOfRangeException: Index was outside the bounds of the array.
[Ref F79E8976]
at System.Collections.Generic.Dictionary`2[TKey,TValue].TryInsert (TKey key, TValue value, System.Collections.Generic.InsertionBehavior behavior) [0x0026f] in <51fded79cd284d4d911c5949aff4cb21>:0
at System.Collections.Generic.Dictionary`2[TKey,TValue].set_Item (TKey key, TValue value) [0x00000] in <51fded79cd284d4d911c5949aff4cb21>:0
at SWCP.Core.HarmonyInit.ShouldHideBody (Verse.ThingDef def) [0x00022] in <1e8c88ce07a14b30a5c425cb228e365d>:0
at SWCP.Core.PawnRenderNodeWorker_AppendDrawRequests_Patch.Prefix (Verse.PawnRenderNode node, Verse.PawnDrawParms parms, System.Collections.Generic.List`1[T] requests) [0x000e6] in <1e8c88ce07a14b30a5c425cb228e365d>:0
neuromancer Aug 6 @ 7:52pm 
I seem to be getting several errors related to this mod:

[SWCP Core/Tools] Failed to load bundle at path: E:\SteamLibrary\steamapps\workshop\content\294100\3254370945\SWCP-UnityAssets\Materials\StandaloneWindows64\SWCPshaders
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch1 (string)

Truncated this error to fit, and there are more, but I can't post them in this message.
Ogre Beautiful Aug 6 @ 9:33am 
Ah, thanks for clarifying! I totally missed that comment.
Billy Aug 6 @ 9:13am 
@Ogre Beautiful Yeah that's what I'm getting, lots of shader errors with a few minor ones like trailing white space in defs.

Just went back a few pages in the comments and apparently these can be ignored for now, my bad, I should have looked through the comments a bit first. I'm also getting a HAR error with the droids or their dependencies but I doubt that's on Kotors end.
Ogre Beautiful Aug 6 @ 8:57am 
Seems to fail to load shaders several times on startup.
Ogre Beautiful Aug 6 @ 8:56am 
Hi Billy, I also get a few, I havent gone through your list to know if its the same though, but every day I need to reload my mods to get the pawns on my save file to show at all.

I get lots of errors connected to the Kotor-mods on load.
Billy Aug 6 @ 8:53am 
I'm not sure why but I'm getting several errors on game load with just these mods in the Kotor collection enabled. If I'm reading it correctly, it seems its mostly because its failing to load assets from this mod although no one else seems to be having this issue. I've always ordered my mods manually so maybe its a load order issue?

https://gist.github.com/HugsLibRecordKeeper/abf70c8f9468e748e7ca779fdcb7c5ce
IronboundAxis Aug 5 @ 9:40pm 
thats better, thanks man
guy762  [author] Aug 5 @ 8:41pm 
@IronboundAxis resub and try again, decreased the volume range by 15
IronboundAxis Aug 5 @ 8:33pm 
yeah, its still loud. Even tried a new start with just your star wars mods and dependencies.
guy762  [author] Aug 5 @ 8:13pm 
@IronboundAxis ok, resubscribe and see if it's still loud
IronboundAxis Aug 5 @ 5:57pm 
Sorry, 3x3 not 2x2.
IronboundAxis Aug 5 @ 5:56pm 
2x2. Medium one. I didnt know there were different ones.
guy762  [author] Aug 5 @ 4:43pm 
@IronboundAxis is this the old 2x2 one or the new 3x3 one?
IronboundAxis Aug 5 @ 9:14am 
Rhydonium generator is extremely loud for some reason. Cant use it on a gravship, blows my ear drums out lol. Awesome mods btw.
5health Aug 4 @ 8:45pm 
I keep getting an error where the Bodysuit, vacsealed doesnt load the texture in game when equipped to a pawn. This seems to happen with the republic soldiers. Especially when doing the strike team scenario.
https://gist.github.com/HugsLibRecordKeeper/87a9f5ae75bbf4c722cf465ff753b8c2
Fox Aug 3 @ 11:41am 
Can you add an option that allows us to disable the prompts for ""SWCP_PickUp" and "SWCP_PickUpOne"?
It's spamming storage bins with two extra options for every single item in the cell
5health Aug 3 @ 9:03am 
I keep getting an error where the Bodysuit, vacsealed doesnt load the texture in game when equipped to a pawn. It always spawns on the mando commander/armorsmith if that helps any. I have reloaded the mod, deleted and redownloaded. completely deleted rimworld and reinstalled as well. Any help would be greatly appreciated :) I think it is trying to load locally, instead of from steams workshop folder.

Failed to find any textures at Apparel/Undersuits/vac/Apparel_EMGC_Patriarch while constructing Multi(initPath=Apparel/Undersuits/vac/Apparel_EMGC_Patriarch, color=RGBA(0.392, 0.392, (string,UnityEngine.Shader,UnityEngine.Vector2,UnityEngine.Color,RimWorld.Apparel,RimWorld.BodyTypeDef) (at C:/Program Files (x86)/Steam/steamapps/common/RimWorld/Mods/AlienRaces/Source/AlienRace/AlienRace/ApparelGraphics/ApparelGraphicUtility.cs:15)
ME Aug 3 @ 12:15am 
Hey! having an odd bug where credits aren't stacking at all. Bought out a trader and they kind of exploded everywhere. Here's my modlist https://rentry.co/mb8gu3b2 and here's the game log https://gist.github.com/HugsLibRecordKeeper/d278fa1589df8023ede5fb7d7a95699a . I have like 500 credits just lying around indvidually and it's a bit of a pain cleaning it up.
guy762  [author] Aug 2 @ 3:45pm 
@alijons yes
alijons Aug 2 @ 2:18pm 
Sorry for so many comments, but I am working on building a modlist. Can all those errors be ignored? That's several lines worth of red stuff

https://gist.github.com/HugsLibRecordKeeper/29681713e44248b9e04bb5038ea1e429
guy762  [author] Aug 2 @ 1:18pm 
@alijons it's new code we've added to the mod. those options let you order a pawn to pick up an item and add it to their own personal inventory
alijons Aug 2 @ 9:29am 
Thank you for the response! Also, this might be a weird one, but I noticed when right clicking on things, there are those two options there now "SWCP_PickUp" and "SWCP_PickUpOne". I never seen it before. The font is all messed up on them too.

I looked it up and all I could deduct is that "SWCP" stands for "Star Wars Collaboration Project", and there is a mod under that name. I DO NOT have it.

All Star Wars stuff I have is this mod, the weapons and armor one, and the lightsabers one.

What are those orders, exactly? Is it making the pawn pick up items differently from the ground? What does it have to do with Star Wars? I made a screenshot: https://imgur.com/a/hgY9pav
guy762  [author] Aug 2 @ 12:49am 
@alijons @Röstli that one can be ignored for now

@ike should be fixed now
Röstli Aug 1 @ 11:33pm 
Hi, I'm getting the same error as alijons. Initially, I thought it was because I was using optimize textures on Rimpy, but then I deleted and resubbed the mod while the error still appears. My full log with the error is uploaded at: https://gist.github.com/HugsLibRecordKeeper/9afd250b59aeb6bce65deb90766a5d18
YES 1.6!!!!!!11 :steamthumbsup: :mhwgood: :happy_seagull: :praisesun:
ike Aug 1 @ 10:25am 
error, cyclic mod dependency with this and Force Lightsabers. Resubbing hasn't fixed it.
alijons Aug 1 @ 9:57am 
Seems to throw an error

[SWCP Core/Tools] </color>Failed to load bundle at path: C:\STUFF\steam\steamapps\workshop\content\294100\3254370945\SWCP-UnityAssets\Materials\StandaloneWindows64\SWCPshaders
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch2 (string)
SWCP.Core.SWCPLog:Error (string)
SWCP.Core.SWCPCoreMod:get_MainBundle ()
SWCP.Core.Unity.Materials:LoadMaterial (string)
SWCP.Core.Unity.Materials:.cctor ()
Verse.BuildableDef:ResolveIcon ()
Verse.ThingDef:ResolveIcon ()
Verse.BuildableDef:<PostLoad>b__78_0 ()
Verse.LongEventHandler:ExecuteToExecuteWhenFinished ()
Verse.LongEventHandler:UpdateCurrentAsynchronousEvent ()
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Entry:Update ()
guy762  [author] Aug 1 @ 2:09am 
1.6 UPDATE IS LIVE

DO NOT REPORT RIMPY MISSING MOD ERRORS, RIMPY IS INCORRECT!
GULÉ🏠 Jul 27 @ 2:23am 
Does this need 1.6 update?
dear dev,

this mod is super broken

please, please, please, clean up all the .dll added by the mod (its too many) or make a light version of mod to just add resources without so much custom code, it breaks world gen alot among other things... please
Pastor Haggis Jul 24 @ 4:17pm 
ATTENTION EVERYONE USING LINUX:

If you're still playing 1.5 and have issues with Linux, the issue is that the KOTOR_Metals.Xml file has a capital X in the extension. If you rename it to a lower case x, it'll work. This will be fixed in 1.6 and should also be fixed for 1.5 when it gets updated. I found the issue and passed it along and confirmed it worked on Fedora, but that's the fix. Linux is case sensitive, but Windows is not.
clockworkcuttlefish Jul 16 @ 7:12pm 
cheering yall on for 1.6! sounds like one hell of an update to tangle with
Nutzgobbler Jul 13 @ 12:55pm 
1.6
Collard Green Jedi Jul 6 @ 9:38pm 
Is there a way tweak the duration it takes to smelt mandalorian iron into beskar? I'm currently getting 1 a day, sometimes less... i can't even hope to do the bulk build... idk what im doing wrong here.