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Oh man! do it!
From my experience, the errors being experienced by Mooneye, hauntedPOPSicle, and AsidMjolnir are the result of the mod not saving Arrivals information appropriately; when saving the game, the mod attempts to store information about the arriving colonist, the inviter, the destination map, and the time until the pawn arrives.
However, as the pawn does not exist at the time of saving the information, the entry for the id of the arriving colonist is 'null'.
Those who have this error in their current saves can manually restore the arriving colonist by inserting the invited pawn's id into the ArrivalManager information in their save file. This information can be pulled by searching for the invited pawn's name (which can also be pulled by searching for PositiveEvent invitations). It is also necessary to set the ticks value for the arriving pawn to a positive number if negative.
This problem be avoided by modifying the LongDistance.dll of the mod:
In the ArrivalsManager class, in the ExposeData() method, in the Scribe_References.Look<Pawn>() call for the arriving pawn, set the third argument from 'false' to 'true'.
I recommend others test this method to see if it functions for them as it does for me. Additionally, there are issues that may result from this change, e.g. the invited pawn is promoted to a civilization leader or dies off-map.
I apologize for posting in an inappropriate location and beg the forgiveness of the thread creator.