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Log: https://gist.github.com/46734e805a6e477e2c675303a5be3e4d
I suggest you bring this up with the people from CE.
but this mod is not compatible with SOS2.
It works until I do not land on the planet (if to start on derelict ship)...
-all sounds on the map where the ship is located disappear (if there are no loaded maps on the planet).
-If there is a loaded map on the planet, all sounds from this map are copied to the map with the spaceship.
I have an error with modded bullets, do you know if i can add some tweaks in the xml file to make it work?
Exception ticking RNBullet_9MM_Pistol14959: System.NullReferenceException: Object reference not set to an instance of an object
at KeepItQuiet.SoundStarter_PlayOneShot.Postfix (Verse.SoundDef soundDef, Verse.Sound.SoundInfo info) [0x00023] in <a107f5aeda5b450e88a348fd714aa9f9>:0
at (wrapper dynamic-method) Verse.Sound.SoundStarter.Verse.Sound.SoundStarter.PlayOneShot_Patch1(Verse.SoundDef,Verse.Sound.SoundInfo)
at EnhancedCombatSounds.HarmonyPatches+PatchKillSounds.Prefix (Verse.Pawn __instance, System.Nullable`1[T] dinfo) [0x0009c] in <9d2377ea93c946bd89b03e9baf16ffbc>:0
at (wrapper dynamic-method) Verse.Pawn.Verse.Pawn.Kill_Patch7(Verse.Pawn,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.Verse.Pawn_HealthTracker.CheckForStateChange_Patch3(Verse.Pawn_HealthTracker,System.Nullable`1<Verse.DamageInfo>,Verse.Hediff)
at (wrapper dynamic-method) Verse.Pawn_HealthTracker.Verse.Pawn_HealthTracker.AddHediff_Patch1(Verse.Pawn_HealthTracker,Verse.Hediff,Verse.BodyPartRecord,System.Nullable`1<Verse.DamageInfo>,Verse.DamageWorker/DamageResult)
at Verse.DamageWorker_AddInjury.FinalizeAndAddInjury (Verse.Pawn pawn, Verse.Hediff_Injury injury, Verse.DamageInfo dinfo, Verse.DamageWorker+DamageResult result) [0x00164] in <7927e938de4c4089b4add4215e58d5b1>:0
at Verse.DamageWorker_AddInjury.FinalizeAndAddInjury (Verse.Pawn pawn, System.Single totalDamage, Verse.DamageInfo dinfo, Verse.DamageWorker+DamageResult result) [0x000c2] in <7927e938de4c4089b4add4215e58d5b1>:0
at Verse.DamageWorker_AddInjury.ApplySpecialEffectsToPart (Verse.Pawn pawn, System.Single totalDamage, Verse.DamageInfo dinfo, Verse.DamageWorker+DamageResult result) [0x0000b] in <7927e938de4c4089b4add4215e58d5b1>:0
at (wrapper dynamic-method) Verse.DamageWorker_AddInjury.Verse.DamageWorker_AddInjury.ApplyDamageToPart_Patch4(Verse.DamageWorker_AddInjury,Verse.DamageInfo,Verse.Pawn,Verse.DamageWorker/DamageResult)
at Verse.DamageWorker_AddInjury.ApplyToPawn (Verse.DamageInfo dinfo, Verse.Pawn pawn) [0x00091] in <7927e938de4c4089b4add4215e58d5b1>:0
at Verse.DamageWorker_AddInjury.Apply (Verse.DamageInfo dinfo, Verse.Thing thing) [0x00013] in <7927e938de4c4089b4add4215e58d5b1>:0
at (wrapper dynamic-method) Verse.Thing.Verse.Thing.TakeDamage_Patch4(Verse.Thing,Verse.DamageInfo)
at (wrapper dynamic-method) RimWorld.Bullet.RimWorld.Bullet.Impact_Patch1(RimWorld.Bullet,Verse.Thing)
at (wrapper dynamic-method) Verse.Projectile.Verse.Projectile.ImpactSomething_Patch0(Verse.Projectile)
at (wrapper dynamic-method) Verse.Projectile.Verse.Projectile.Tick_Patch0(Verse.Projectile)
at Verse.TickList.Tick () [0x0015c] in <7927e938de4c4089b4add4215e58d5b1>:0
Verse.Log:Error(String, Boolean)
Verse.TickList:Tick()
Verse.TickManager:Verse.TickManager.DoSingleTick_Patch3(TickManager)
Verse.TickManager:Verse.TickManager.TickManagerUpdate_Patch1(TickManager)
Verse.Game:UpdatePlay()
Verse.Root_Play:Update()
I know the bug is caused by this mod because if I disable it everything works fine, but I don't know why nor am I going to start testing it.
I have a feeling it's either a Yayo's Combat 3 or Gunplay incompatibility... I don't have anything else that touches combat.