RimWorld

RimWorld

Vanilla Factions Expanded - Deserters
Assassination target not spawning
hey, Ive tried to understand the log so i could troubleshoot it but i think im too stupid to figure it out,

the knight doesnt spawn in on the first assassination plot but its defendants do, its a manor raid

https://gist.github.com/AppleSauceBandit-rat/68fee3b8b31bd650ebb9ad774f539dfc
< 1 2 >
Showing 1-15 of 28 comments
AppleSauceBandit Aug 30, 2023 @ 7:27pm 
theres also this extended info tab when i click the line i think is the problem idk how helpful this is tho


Error in GenStep: System.NullReferenceException: Object reference not set to an instance of an object
at VFED.GenStep_PlotRaid.Generate (Verse.Map map, Verse.GenStepParams parms) [0x001a0] in <a599ebb574fb4519ad39b8d35ba7a12f>:0
at (wrapper dynamic-method) Verse.MapGenerator.Verse.MapGenerator.GenerateContentsIntoMap_Patch2(System.Collections.Generic.IEnumerable`1<Verse.GenStepWithParams>,Verse.Map,int)
UnityEngine.StackTraceUtility:ExtractStackTrace ()
Verse.Log:Error (string)
(wrapper dynamic-method) Verse.MapGenerator:Verse.MapGenerator.GenerateContentsIntoMap_Patch2 (System.Collections.Generic.IEnumerable`1<Verse.GenStepWithParams>,Verse.Map,int)
(wrapper dynamic-method) Verse.MapGenerator:Verse.MapGenerator.GenerateMap_Patch1 (Verse.IntVec3,RimWorld.Planet.MapParent,Verse.MapGeneratorDef,System.Collections.Generic.IEnumerable`1<Verse.GenStepWithParams>,System.Action`1<Verse.Map>)
Verse.GetOrGenerateMapUtility:GetOrGenerateMap (int,Verse.IntVec3,RimWorld.WorldObjectDef)
(wrapper dynamic-method) RimWorld.Planet.CaravanArrivalAction_VisitSite:RimWorld.Planet.CaravanArrivalAction_VisitSite.DoEnter_Patch0 (RimWorld.Planet.CaravanArrivalAction_VisitSite,RimWorld.Planet.Caravan,RimWorld.Planet.Site)
RimWorld.Planet.CaravanArrivalAction_VisitSite/<>c__DisplayClass8_0:<Arrived>b__0 ()
Verse.LongEventHandler:UpdateCurrentSynchronousEvent (bool&)
Verse.LongEventHandler:LongEventsUpdate (bool&)
(wrapper dynamic-method) Verse.Root:Verse.Root.Update_Patch1 (Verse.Root)
Verse.Root_Play:Update ()
AppleSauceBandit Aug 30, 2023 @ 7:32pm 
also i know i post like a crackhead but i just dev mode completed it to test other plots and the downed shuttle spawned the target for the praetor one
I'm having the same issue. Do you mind posting your mod list so we can see if we have any of the same mods that might be causing a conflict?
GamerCake Sep 10, 2023 @ 7:29pm 
Same issue here, I heard Geological Landforms causes some problems but idk
McCree From GameCube Sep 19, 2023 @ 6:08pm 
I've found a workaround to this problem. My mansion quest DOES work if I initiate the quest, go to the location, and succeed in the assassination without reloading my save. If I reload my save, re-entering the world tile will cause the target to not spawn and the few imperials that do spawn will wander off the map and be completely passive. Basically, if I want to save scum, I need to go back to a save where I hadn't initiated the quest yet.

I've tested this with a bunch of mods, a few mods, and no mods. Same behavior.
Brenner Sep 19, 2023 @ 7:51pm 
Thanks McCree, your workaround works great for me!

Had the same problem with the knight not appearing. Only a few guards showed up, and they walked straight to the maps exit.

I went back to an older save where I hadn't accepted the knights mission already. This time, I directly sent one of my pawns via drop pod to the mansion, and lo and behold, the knight and a large amount of bodyguards was there.

So yeah, the problem seems to be caused by saving & loading after accepting the quest. Or maybe its the passage of time or doing other quests in the mean time, I don't know. In any case having drop pods (or helicopters from another mod or whatever) and going straight to the mansion seems to work out.
Brenner Sep 22, 2023 @ 8:04pm 
Hmm, I encountered another problem with the mission.

The Knight does consistently spawn when I drop pod directly to the manor. However for some reason he will always run for the exit immediatly, even before his bodyguards notice my pawns. When he reaches the border of the map, the quest counts as failed.
Same thing happens if use the helicopter from the Vanilla Vehicles mod instead of transport pods.

Then I tried to drop pod to the neighboring world tile, walking the rest of the way. That worked way better, this time he stayed with his bodyguards and didn't try to run.

Ultimately I solved that mission by choosing the "shoot down shuttle" option. Transported a single sniper to the neighbor world tile. Walked the rest of the way. Used the Invisibility item you can buy from the "contraband" tab, and a charge sniper rifle from one of the other Vanilla Mods. Killed the knight with one shot and retreated before the bodyguards could even react. Assassin style, instead of my usual Gung-Ho style of just killing everything and everyone with a bionic team of super soliders.
TheVillain Sep 23, 2023 @ 5:50pm 
I will play around these solutions, but its put me off playing my play through until I've solved it. Cheers for sharing this!
Melon_Felon_5565 Oct 27, 2023 @ 5:42pm 
I'm also having the same issue. I thought the knight not spawning in the first assassination plot at the mansion was a one of thing, so i dev moded the quest complete and moved on to the next. I did the mansion option and the same thing happened. The target itself did not spawn, but two guards who immediately made a mad dash for the edge of the map did, nobody else. I don't know if this will change if i pick the crashed shuttle or lure them over, i'll have to experiement with it and see.
TheVillain Oct 27, 2023 @ 7:39pm 
I've found it has something to do with loading a save between getting the quest and arriving at the mansion. For me I just take the mission and then go to the mansion,and save when I arrive
Melon_Felon_5565 Oct 28, 2023 @ 3:07pm 
Originally posted by TheVillain:
I've found it has something to do with loading a save between getting the quest and arriving at the mansion. For me I just take the mission and then go to the mansion,and save when I arrive

I tried it without reloading and it still doesn't spawn, i'm assuming its something to do with a mod conflict but i have no idea what.
TheVillain Oct 28, 2023 @ 4:34pm 
oh dam, well good luck then. I had no problems with downed shuttle etc but yeah thats a bummer
Melon_Felon_5565 Oct 28, 2023 @ 5:32pm 
Originally posted by TheVillain:
oh dam, well good luck then. I had no problems with downed shuttle etc but yeah thats a bummer
I haven't tried downed shuttle yet, maybe that'll work
Melon_Felon_5565 Oct 29, 2023 @ 5:25pm 
Originally posted by Melon_Felon_5565:
Originally posted by TheVillain:
oh dam, well good luck then. I had no problems with downed shuttle etc but yeah thats a bummer
I haven't tried downed shuttle yet, maybe that'll work

After some testing i found that the first 2 assassination targets did not spawn no matter what, however, for the third, the baroness, they did spawn at the downed shuttle site, and after killing them the quest completed as it should. make of this what you will, i'll keep testing things as the quest chain continues, i don't know if this was a one off or if it was just a problem with the first 2 quests in the chain. It's also worth noting i used the dev mode option to allow my caravan to instantly get there because i didn't think anything would spawn, but it's worth mentioning just in case it has any impact.
Last edited by Melon_Felon_5565; Oct 29, 2023 @ 5:35pm
Akadai Nov 13, 2023 @ 2:48pm 
I'm getting pretty much the exact same GenStep error. I'm on the first knight plot mission, and no one spawns when I go to the mansion. I get that GenStep error every time I enter. I've tried drop pod, helicopter from VE, caravan from 1 tile away. The response team always seems to show up after the 300 seconds without issue

If I leave the tile, it then disappears from the world map but the quest is still in my log. I don't know how to remove or complete it through dev mode. I couldn't find a dev button to do either, so I'm currently locked out from the entire plot quests

I can't go back to a save before I accepted the quest
< 1 2 >
Showing 1-15 of 28 comments
Per page: 1530 50