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There isn't any vanilla behavior that tries to generate a pawn when another pawn dies anyway. It's not impossible that this mod would prevent whatever's generating a pawn from failing to generate relations for that pawn (and you can just load this mod and test, it's completely safe to add/remove at any time) but I very much doubt that that's really the core of the issue you're experiencing.
Error while generating pawn. Rethrowing. Exception: System.NullReferenceException: Object reference not set to an instance of an object
[Ref 47650D8D]
at RimWorld.Pawn_RelationsTracker+<get_FamilyByBlood_Internal>d__37.MoveNext () [0x001f5] in <2a40c3593b334f29ac3cb3d32d652351>:0
at ....
Thanks for this mod!
Thank you For the mod I was getting so annoyed by this.
The function that we are replacing got an additional condition under which it gets set to 0 (IsDuplicate) but since we're setting it to 0 under all circumstances anyway, anomaly will work completely fine with this.
giving it some thought, if these new relations are created only whenever a raid or some other incident (like visitors for example) happens, then doing what you said should indeed work for preserving starting relations.
thanks for the input.
I don't know if this is correct, but that is what I believe would happen.
In theory if you have a mod like Character Editor you should be able to go through the global list of all human pawns and I think that the son should exist in that list somewhere.