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There is a worktype added by allow tool, called FinishOff. It has a field called relevantSkills, which is pointing to Melee. In RimWorld game code, when your job is disabled, the relevant skill will be also disabled, and that is the reason.
For people with other mods also having the same issue, the reason should be the same, the other mods are also adding some work type that is relevant to Melee.
I believe this is a misunderstanding of the field name. The base game tried to disable the relevant skills for the specialists, which results in the implementation of SkillDef.IsDisabled function. However, this may not be a clear and unambiguous way to do it.
Solution: Find your worktypes from your work panel, and think which ones are added by mods causing this issue. Find those worktypes defs in the mod folders, remove the Melee entries in the relevantSkills fields. Save and restart the game.
Exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 5EE87FE2]
at Verse.GridsUtility.Fogged (Verse.IntVec3 c, Verse.Map map) [0x00000] in <f40318a15dd2424e8ab139f74270c36f>:0
at AllowTool.Designator_HaulUrgently.ThingIsRelevant (Verse.Thing thing) [0x00015] in <265ca9a7207e4e91b7143054729037f5>:0
at AllowTool.Designator_HaulUrgently.CanDesignateThing (Verse.Thing t) [0x00001] in <265ca9a7207e4e91b7143054729037f5>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.Verse.Designator.CreateReverseDesignationGizmo_Patch2(Verse.Designator,Verse.Thing)
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.RimWorld.InspectGizmoGrid.DrawInspectGizmoGridFor_Patch0(System.Collections.Generic.IEnumerable`1<object>,Verse.Gizmo&)