RimWorld

RimWorld

Character Editor
Hedigo Aug 1, 2024 @ 11:44pm
Bug reporting
So this mod is quite fun and I do think it is Grand! it should probably have a dedicated bug discussion though so people can speak their mind about bugs they have encountered without having to make a whole new discussion thread every time. So here's that, I guess, if the owner doesn't mind it.
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Showing 1-15 of 28 comments
Hedigo Aug 1, 2024 @ 11:51pm 
I'll start off simple: There is a bug where if you edit a pawn's Ideology mid-game, it doesn't properly register with other pawns that have the same ideology.

This persists even if you edit the other pawns with the same everything. Despite this no "New" ideology is created.

It MIGHT just be my excessive mod-list, but it might also be some sort of bug caused by the new version shenanigans. hard to say. I would post a log but it isn't technically an "error" so I am not sure if it would even show up. So instead i will say what one needs to do to replicate it.

Step one: have three pawns of the same ideology.

Step Two: Edit the ideology of one of the pawns. doesn't really matter how.

Step three: watch as suddenly you lose access to the roles that are unlocked when you have three pawns of the same ideology.

For bonus ducks, save the ideology of the newly changed pawn and attempt to load that ideology onto the other two pawns. It makes it worse.


... actually now that i think about it it might be caused by "Loading an ideology" rather that changing things. Hm. Still, it was loading the *same* ideology, so...
Last edited by Hedigo; Aug 1, 2024 @ 11:54pm
@ VOID

I get red error messages related to creep joiners. It happens when using Character Editor during world creation while cycling through the 'replace pawn with new random pawn' button. It reads as a 'pawn generation error'. This time it is referencing a 'Lone Genius', but I've have seen other types too. That's all the info I have because my debugging skills don't farther than posting PasteBin / GitHub links to the error logs.

HugsLib output_log: https://pastebin.com/KpeCLFmx

player log: https://pastebin.com/5hkY1dDi

current mod list: https://pastebin.com/HKHvqPgK

GitHub Link to output_log:

https://gist.github.com/HugsLibRecordKeeper/37d489b242e6d2b7cd53690509644dcf
Shaxx's Waifu Aug 22, 2024 @ 9:34pm 
Originally posted by Hedigo:
I'll start off simple: There is a bug where if you edit a pawn's Ideology mid-game, it doesn't properly register with other pawns that have the same ideology.

This persists even if you edit the other pawns with the same everything. Despite this no "New" ideology is created.

It MIGHT just be my excessive mod-list, but it might also be some sort of bug caused by the new version shenanigans. hard to say. I would post a log but it isn't technically an "error" so I am not sure if it would even show up. So instead i will say what one needs to do to replicate it.

Step one: have three pawns of the same ideology.

Step Two: Edit the ideology of one of the pawns. doesn't really matter how.

Step three: watch as suddenly you lose access to the roles that are unlocked when you have three pawns of the same ideology.

For bonus ducks, save the ideology of the newly changed pawn and attempt to load that ideology onto the other two pawns. It makes it worse.


... actually now that i think about it it might be caused by "Loading an ideology" rather that changing things. Hm. Still, it was loading the *same* ideology, so...

Honestly, just use Dev Mode to make edits to the Ideoligion. Character editor makes it very easy to apply/change someone's choice ideoligion, but the dev mode editor will just go much faster.
`F Aug 27, 2024 @ 9:24pm 
ive got an odd bug; the button on the hotbar on the bottom of the screen isn't there. the zom-pods also don't appear in the architect menu or even in the cherry picker menu. Im still able to access the editor by setting up a keybind but whenever i relaunch the game the keybind for the editor resets.
`F Aug 27, 2024 @ 9:30pm 
Originally posted by `F:
ive got an odd bug; the button on the hotbar on the bottom of the screen isn't there. the zom-pods also don't appear in the architect menu or even in the cherry picker menu. Im still able to access the editor by setting up a keybind but whenever i relaunch the game the keybind for the editor resets.
nevermind, turns out the thing got unchecked somehow. im not enturely *sure* how because i never disabled it but it was. i am *THOROUGHLY* stupid
Last edited by `F; Aug 27, 2024 @ 9:30pm
Matt Freeman Sep 3, 2024 @ 4:13pm 
got a weird bug, while using star wars KOTOR weapons and armor mod, the cloaks become really buggy like they become way oversized for the character and also the cloak cannot be removed normally, you have to select cloak and click the arrow buttons to change it into something else that takes over its slot otherwise you can't drop it or take it off via the editor. Only seems to happen to the cloaks for whatever reason from what i've seen.
kyoujouran Oct 14, 2024 @ 8:32am 
First of all, many thanks for all the work you put into making this mod, it has been such a great convenience to me.

As for the bug, I've identified an incompatibility with Vanilla Apparel expanded - Accessories (VEA -A)
Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1814987817

Now, my coding skills are non existent, but from what I can infer the Vanilla Expanded Framework introduces new HTML tags such as:
<equippedStatOffsets>
<VEF_MassCarryCapacity>50</VEF_MassCarryCapacity>
</equippedStatOffsets>

Which are not recognized by character editor, instead it looks for the <statOffsets> tag and this somehow causes VEA-A items such as the backpack and ammo pack to not provide any of their bonuses.

I tested this on a new playthrough with only Character Editor and VAE-A installed and could replicate the error consistently. Removing character editor from my modlist also corrected the error.
Cruel Moose Nov 21, 2024 @ 7:59am 
Theres a bug causing the Necklace from the Jewelry mod to be uncraftable.

https://steamcommunity.com/sharedfiles/filedetails/?id=3203280763
Garbakaze Nov 25, 2024 @ 10:42pm 
Not sure if VOID will see this, but here goes:

Character Editor interferes with renaming and functioning of at least one Combat Extended gun, "Gun_MachinePistol".

Core Version 1.5.4243 (64-bit)
Harmony v2.3.3.0
Character Editor 1.5.10
Combat Extended 15.6.1.0
https://steamcommunity.com/sharedfiles/filedetails/?id=2890901044


How to reproduce:

Mods Loaded:
Harmony
Core
Combat Extended
Character Editor
(Bug also occurs if Character Editor is loaded before Combat Extended)

Enable Development Mode
Dev Quicktest

Actions/tools > Spawn thing... > Gun_MachinePistol > Left click on ground to spawn Machine pistol.

Draft pawn capable of violence > Equip machine pistol

Notice the lack of "0/30" ammunition bar under words "Full metal jacket". Machine pistol can not load more than one bullet at a time, and is unable to change fire mode past "single".

Note that Combat Extended should rename machine pistol to MAC-10 upon spawning.

Note that while Combat Extended also fails to rename Gun_AssaultRifle and Gun_Autopistol, the ammo bug is not present on either, indicating Character Editor handles Gun_MachinePistol differently to Gun_AssaultRifle and Gun_Autopistol for some reason.

Bug may be present on other Guns, but I was not able to check them all.
Buffalonian Nov 29, 2024 @ 9:06pm 
Silly bug: Delete (Delete Slots) button in Character Editor MOD SETTINGS does not delete character in slot 0. Deleted slots 1+ just fine. Off-by-one error?
Dumbass Dec 7, 2024 @ 2:23am 
Whenever I start a game, the capsules just don't spawn. Neither the pawns, nor the items spawn. I have no idea what's causing this, but it's very annoying.
montaropdf Dec 7, 2024 @ 2:49am 
Hello,

There is a bug, on linux, with the export/import buttons in the mod settings UI. The file saved on disk is not `pawnslots.txt` in `/home/<username>/Bureau/`, but `Bureau\pawnslots.txt` in `/home/<username>/`.

I am a french speaker, Bureau == Desktop.

Even though I am not a C# developer, I suppose you are hard-coding the last separator of the file path you build, instead of using some API that help build file path independently of the OS running the application.
catreplicators Dec 16, 2024 @ 3:44pm 
This is probably not caused directly by Character Editor, but one of my pawns seems to lack a xenotype entirely, and I cannot add it via character editor: the button is just not there.
Turoknick Dec 19, 2024 @ 3:09am 
I am 100% sure this is a mod conflict but I cannot for the life of me figure out which one. I am completely unable to spawn and pawns or even open Character Editor. Any help would be appreciated.

Exception filling window for RimWorld.Page_ConfigureStartingPawns: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 876B93F8]
at at.a (System.Boolean A_0, System.Boolean A_1) [0x00059] in <e2fdd4e3535742f5b613a97bffd83b06>:0
at CharacterEditor.CEditor+EditorUI+i.c () [0x00062] in <e2fdd4e3535742f5b613a97bffd83b06>:0
at CharacterEditor.CEditor+EditorUI+i.b (System.String A_0) [0x00070] in <e2fdd4e3535742f5b613a97bffd83b06>:0
at CharacterEditor.CEditor+EditorUI+i.d () [0x00006] in <e2fdd4e3535742f5b613a97bffd83b06>:0
at CharacterEditor.CEditor+EditorUI.b (Verse.Pawn A_0) [0x002c6] in <e2fdd4e3535742f5b613a97bffd83b06>:0
at CharacterEditor.CEditor+EditorUI.a (Verse.Pawn A_0) [0x00015] in <e2fdd4e3535742f5b613a97bffd83b06>:0
at CharacterEditor.CEditor+b.a (Verse.Pawn A_0) [0x00007] in <e2fdd4e3535742f5b613a97bffd83b06>:0
at CharacterEditor.CEditor.StartEditor (Verse.Pawn pawn) [0x00000] in <e2fdd4e3535742f5b613a97bffd83b06>:0
at CharacterEditor.CEditor+c.a () [0x00005] in <e2fdd4e3535742f5b613a97bffd83b06>:0
at ba.b (UnityEngine.Rect A_0, System.String A_1, System.Action A_2, System.String A_3) [0x00021] in <e2fdd4e3535742f5b613a97bffd83b06>:0
at CharacterEditor.CEditor.AddCharacterEditorButton (RimWorld.Page_ConfigureStartingPawns __instance, UnityEngine.Rect rect) [0x00129] in <e2fdd4e3535742f5b613a97bffd83b06>:0
at RimWorld.Page_ConfigureStartingPawns.DoWindowContents (UnityEngine.Rect rect) [0x00230] in <69945a8ed6c540cf90b578de735e0605>:0
- POSTFIX rimworld.mod.charactereditor: Void CharacterEditor.CEditor:AddCharacterEditorButton(Page_ConfigureStartingPawns __instance, Rect rect)
at Verse.Window.InnerWindowOnGUI (System.Int32 x) [0x001d3] in <69945a8ed6c540cf90b578de735e0605>:0
- TRANSPILER Uuugggg.rimworld.TDS_Bug_Fixes.main: IEnumerable`1 TDS_Bug_Fixes.FixWindowDragInsteadOfReorderable:Transpiler(IEnumerable`1 instructions)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Log.Error_Patch3 (string)
(wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition:Verse.Window.InnerWindowOnGUI_Patch0 (Verse.Window,int)
UnityEngine.GUI:CallWindowDelegate (UnityEngine.GUI/WindowFunction,int,int,UnityEngine.GUISkin,int,single,single,UnityEngine.GUIStyle)
Reeva! Dec 30, 2024 @ 4:35pm 
I have an issue where my pawns become completely undraftable. Pretty sure it's just a UI issue, but I've searched it and found a reddit thread some years old, said that 90% of the time the draft issue stems from Prepare Carefully, this is a different mod ofc but can the same issue appear?

I'm going to juggle the load order a bit, put this mod at the top or bottom or middle of my load order, see if it changes anything.

It consistently allows me to draft my starting pawns for a few ingame weeks, then the button disappears for good. There is no log or message or error of any kind, it's just gone. Any other pawns aside from my starter pawns don't have a draft button to begin with, so my game has a limited shelf life. I have a lot of mods installed, I'll update if juggling the order works.

edit: This is a Jecstool issue. Jecstools will randomly remove your draft option, there is no way to fix it without disabling the mod and playing without it. I've found some people saying Character Editor is at fault, it isn't, I disabled it and nothing changed, then disabled Jecstools and it was fixed.

edit edit: This is also an RPG+ Traits error, this mod adds Mental Power that can be used on special abilities defined by specific traits. If your pawn gets any vanilla trait or gene which raises psy sensitivity, that pawn's UI will disappear and only have the mental power bar stuck on 0/0. Avoidable with Character Editor, but only for starting pawns, because once it happens it's permanent on a pawn.
Last edited by Reeva!; Jan 10 @ 9:59pm
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