Инсталирайте Steam
вход
|
език
Опростен китайски (简体中文)
Традиционен китайски (繁體中文)
Японски (日本語)
Корейски (한국어)
Тайландски (ไทย)
Чешки (Čeština)
Датски (Dansk)
Немски (Deutsch)
Английски (English)
Испански — Испания (Español — España)
Испански — Латинска Америка (Español — Latinoamérica)
Гръцки (Ελληνικά)
Френски (Français)
Италиански (Italiano)
Индонезийски (Bahasa Indonesia)
Унгарски (Magyar)
Холандски (Nederlands)
Норвежки (Norsk)
Полски (Polski)
Португалски (Português)
Бразилски португалски (Português — Brasil)
Румънски (Română)
Руски (Русский)
Финландски (Suomi)
Шведски (Svenska)
Турски (Türkçe)
Виетнамски (Tiếng Việt)
Украински (Українська)
Докладване на проблем с превода
attempted to make the mod function in my pack where both settlements were on flat ground and it functioned just fine with new settlement and power point along with same wind farm.
Root level exception in OnGUI(): System.NullReferenceException: Object reference not set to an instance of an object
[Ref FF26D26] Duplicate stacktrace, see ref for original
I imagine this is the problem, but please tell me what else I should provide in order for you to be able to help me.
https://drive.google.com/file/d/1Ikwfnt8D8NlA_ODD-vDZFwr9ciWXJWS9/view?usp=sharing
Edit: I assumed Vanilla Outposts Expanded: Power Grid was the problem, because when I removed it from a longer list of mods, it worked just fine. It is definitely something to do with Settlers as well as that also solved the black screen when removed.
Could not resolve cross-reference: No Verse.ThingDef named VPE_NuclearGenerator found to give to VOEPowerGrid.ConstructionOption VOEPowerGrid.ConstructionOption
In my case this is because of Niilo's QoL, but I'm pretty sure there are other mods out there that remove the VE nuclear generator. I can personally think of three mods that add nuclear power generation, so it's a common point of overlap that some players want to clean up.
Is there any chance you could make your check more robust to handle the generator def being absent, for example checking if the VPE_NuclearGenerator exists, rather than checking if the VFE Power mod is active?