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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 ()
I've tested this with a bunch of mods, a few mods, and no mods. Same behavior.
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.
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.
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.
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.
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