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- Second tentative fix to 'null pointer exception' bug when saving pawn states;
Again, I'm not able to reproduce this bug with my play style or mod list. Regardless, I added more protections to try to mitigate the problem. Please report back, ideally on a save with a clean BCP.
Clean BPC means resetting BPC. To reset it, simply disable it from the mod list, then load your save without the mod and finally save your game to a new save or overwrite the existing one. When you enable BPC again, BPC will be reset but you will also lose all you policies settings.
For another test, I reloaded the autosave and let the centipede finish gestating without destroying the constructoid, and in this case I need to destroy both of them to fix the GUI.
Note that this also works when I draft my pawns and force them to attack the mechs to death
It seems that something is causing individual mechs to be corrupted and bricking the GUI, and destroying them fixes it. (I use Development Mode Hotkey so I can access dev mode without having to open the menu, which is impossible when the GUI bricks)
In my last save:
- I have a pawn that has been a mechanitor for a long time, has 5 mechs created a long time ago and just finished gestating a centipede
- I have a second pawn that has just been implanted with the mechlink, has disassembled the constructoid that came with it, and has taken control of the centipede that the first pawn gestated.
In this save, if I open the mech tab, the GUI bugs, but if I destroy the centipede with dev mode, the GUI starts working again, and this only happens when I destroy the centipede, I have tried destroying the others mechs, and as long as the centipede exists, the GUI is bricked.