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Exception filling tab CombatExtended.ITab_Inventory: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 92D5AAF7]
at NITIntegrationCE.MakeItemSlot_Patch.IsGrenade (Verse.ThingDef def) [0x00009] in <9dcb72b4aeee4d3d8900eca6d2508e0a>:0
at NITIntegrationCE.MakeItemSlot_Patch.Prefix (Verse.Thing item, Verse.Pawn pawn, NiceInventoryTab.FloatRef fref, NiceInventoryTab.EquippedItem& __result) [0x00001] in <9dcb72b4aeee4d3d8900eca6d2508e0a>:0
at NiceInventoryTab.ITab_Pawn_Gear_Patch.MakeItemSlot (Verse.Thing item, Verse.Pawn pawn, NiceInventoryTab.FloatRef fref) [0x0001b] in <77c0dbba537d485e9e94861bc0ae147e>:0
- PREFIX Andromeda.NITICE: Boolean NITIntegrationCE.MakeItemSlot_Patch:Prefix(Thing item, Pawn pawn, FloatRef fref, EquippedItem& __result)
Exception filling window for NiceInventoryTab.Window_NiceInventoryTab: System.Reflection.TargetException: Non-static method requires a target.
at System.Reflection.RuntimeMethodInfo.Invoke (System.Object obj, System.Reflection.BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) <0x00114>
at HarmonyLib.Tools.PatchFunctions.UpdateWrapper (System.Object instance, System.Reflection.MethodInfo original, System.Reflection.MethodInfo prefix, System.Object[][] prefixArgs, System.Reflection.MethodInfo postfix, System.Object[][] postfixArgs) <0x00551>
at NiceInventoryTab.Patches.Armor_Patch.DrawArmorRowPrefix (UnityEngine.Rect rect, Verse.Pawn pawn) <0x00057>...
I wouldn't put my hand on the fire about this being an issue caused by this very mod, but at least it seems related.
I'll let you know if issues pop up, just need to figure out how to get the log ready and the screenshot without the game's crashing on me.
@RocketRacoon: I never used Awesome Inventory's loadout system, but the CE one. Pawns will indeed try to fulfill exactly the created loadout, but if you play with Simple Sidearms, they will nontheless pick up and equip one ranged and one melee weapon that best fit the pawn. However, most of my pawns have assigned weapons anyway, so the CE system works perfectly for my usecase.
You can also force equip weapons, they won't be dropped either.
(@RocketRacoon: I know you're probably already aware, but CE Loadouts [on the "Assign" tab] are "the way" to do ammo management--a little tricky to get the hang of, for sure, but I really like using them to make everyone carry a couple spare medicine to patch up their buddies in an emergency! [There's a CE setting for auto-ammo equipping without loadouts that's already on by default, which might explain your colonists carrying more / less ammo than you'd prefer].)