RimWorld

RimWorld

Vanilla Factions Expanded - Deserters
[SOLVED] Can't Accept Second Plot - Bug or Mechanic?
Hey, I've been playing with this mod and after finishing the first plot, Kindless Knight, there is no button to accept the second one. I am still able to do side quests for the deserter network, but not the second plot, Petty Praetor. I am not given the different methods to select.

Is this a bug, or do I have to wait a while before plots or do something in between? It does smell a little of mod incompatibility, in which case I can share logs, but I wasn't sure if this was just a gameplay mechanic I'm misunderstanding.
Last edited by Pyrous Red; Aug 6 @ 9:03am
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Showing 1-12 of 12 comments
Oh, and additionally, I ran this again with a minimal modlist, just pawn editor and the required mods for VDE. I used dev mode to speedrun the first plot and ran into the same problem upon returning to base and checking the deserter network.
Pyrous Red Aug 6 @ 9:03am 
To anyone who discovers this thread and had the same issue - I just figured out this only seems to occur when you send all of your pawns away on the mission. If you send only some of them and leave others at your colony, or if you invite the target to your colony and assassinate them there, it will give you the next plot. Idk why that is or how long that has been a bug, but that seems to be the fix.
I have this exact same issue but it has been a long time since i did the first plot mission, i did also send all the 3 pawns i had at the time and still can't progress for the second mission as there is no option to activate the quest. Is there any other way to bypass this issue?
Not that I know of. I really hope they fix this bug.
Alt Aug 10 @ 2:55pm 
Originally posted by Captain Rex:
I have this exact same issue but it has been a long time since i did the first plot mission, i did also send all the 3 pawns i had at the time and still can't progress for the second mission as there is no option to activate the quest. Is there any other way to bypass this issue?
Had this issue too, loading your save without the mod, saving and then re-adding it fixes it. It'll throw a lot of errors, you'll lose all deserter gear and you'll need to wait for another deserter quest to appear, but it's better than nothing imo.
Spesh Aug 13 @ 10:28pm 
Were you guys in orbit when you accepted the initial plot mission?
Originally posted by Spesh:
Were you guys in orbit when you accepted the initial plot mission?

Nope. Do you think that makes a difference?
Originally posted by Alt:
Originally posted by Captain Rex:
I have this exact same issue but it has been a long time since i did the first plot mission, i did also send all the 3 pawns i had at the time and still can't progress for the second mission as there is no option to activate the quest. Is there any other way to bypass this issue?
Had this issue too, loading your save without the mod, saving and then re-adding it fixes it. It'll throw a lot of errors, you'll lose all deserter gear and you'll need to wait for another deserter quest to appear, but it's better than nothing imo.

DAMN that's the nuclear option for sure. I hope that doesn't cause further instability down the line. But I suppose if there's no other way to salvage it you might as well. Just be sure to back your save up.
Spesh Aug 16 @ 4:20am 
How did you solve this? I'm still locked out of the plot missions because of it, was keen to see the ending
Pyrous Red Aug 16 @ 11:16am 
Originally posted by Spesh:
How did you solve this? I'm still locked out of the plot missions because of it, was keen to see the ending

Unfortunately I could only find a way to prevent it, not a fix:

Originally posted by Pyrous Red:
To anyone who discovers this thread and had the same issue - I just figured out this only seems to occur when you send all of your pawns away on the mission. If you send only some of them and leave others at your colony, or if you invite the target to your colony and assassinate them there, it will give you the next plot. Idk why that is or how long that has been a bug, but that seems to be the fix.

Someone did suggest a way to fix your save, but it's risky:

Originally posted by Alt:
Originally posted by Captain Rex:
I have this exact same issue but it has been a long time since i did the first plot mission, i did also send all the 3 pawns i had at the time and still can't progress for the second mission as there is no option to activate the quest. Is there any other way to bypass this issue?
Had this issue too, loading your save without the mod, saving and then re-adding it fixes it. It'll throw a lot of errors, you'll lose all deserter gear and you'll need to wait for another deserter quest to appear, but it's better than nothing imo.

Hope this helps.
Last edited by Pyrous Red; Aug 16 @ 11:17am
Spesh Aug 16 @ 6:39pm 
I'm not sure that's the only cause. I've never sent all my colonists on a plot mission before, and mine still broke. I am using a gravship base and hopping around, which may have something to do with it?
My theory was that if you accept a plot mission while in orbit, then your next plot mission will break, but that also doesn't seem to be the case

I'll keep the nuclear option of uninstalling in my back pocket, but I'm pretty sure that'll have severe consequences...
I think it counts deserter quest maps as orbit. Meaning that if you launch your gravship to a mission tile and accept the next quest on that tile, you are screwed
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