I'm having some issues with spawning factions with implant mods, especially Cyberpunk (continued) and trying to get to the issue from both mods' sides. It may just be issues in the Cyberpunk mod but the combination of this mod and Cyberpunk's implants crashes raids if certain implants try to spawn with a pawn.
log with error:
(https://gist.github.com/HugsLibRecordKeeper/43c203a80592f129ac25b92a7ffe6dee)
[SkinWeave_CP has null Part. It should be set before PostAdd.
Tried to restore null body part.
Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object]
I'm not sure what a whole fix would look like, but a more specific excluded implants tab that you could individually pick from, instead of classes of implants, could make sure the pawns wouldn't spawn with certain broken implants.
I'm having some issues with spawning factions with implant mods, especially Cyberpunk (continued) and trying to get to the issue from both mods' sides. It may just be issues in the Cyberpunk mod but the combination of this mod and Cyberpunk's implants crashes raids if certain implants try to spawn with a pawn.
log with error:
(https://gist.github.com/HugsLibRecordKeeper/43c203a80592f129ac25b92a7ffe6dee)
[SkinWeave_CP has null Part. It should be set before PostAdd.
Tried to restore null body part.
Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object]
I'm not sure what a whole fix would look like, but a more specific excluded implants tab that you could individually pick from, instead of classes of implants, could make sure the pawns wouldn't spawn with certain broken implants.