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Only workaround I've found is delete the mod config file and start over.
Usually this is just a warning and not an error
General rule of thumb though: You shouldn't be removing mods from an active save.
Adding them is usually fine but removing them is when it all starts to break down
It could be a change in load order that's causing the issue. Sometimes it's worth sticking the mod at the very bottom or closest as possible to the top if you have the patience for it
Understandable if you don't since they're just "maybe" tests and loading modded rimworld is a dedicated process with how long it takes lmao
Only other word of advice is to get the hugslog and post it rather than copying the error message. Ik the vanilla team would rather have that info. It's ctrl+f12 when looking at the error log to upload it
Okay, I didn't konw about the ctrl+f12 feature. Next time I get the chance I'll try to get that information if it will be more helpful than the logs. I don't have any XML or C experience so I couldn't begin to guess what's helpful to the mod creators and what isn't.
I set up Vanilla UI as I required, then removed a mod from my modlist. On starting a new game, I get the "detected changes in mod list" dialog box from Vanilla UI expanded, and when starting a new game the Architect menu doesn't open and the Vanilla UI expanded mod menu doesn't load.
A fix: go to %AppData\LocalLow\Ludeon Studios\RimWorld by Ludeon Studios\Config\UIMod and open the Vanilla+.xml and any custom xml's you've created.
Also open up Mod_2749945924_UIMod.xml in the folder \Config\ above.
Search the xml files for any references to the mod you have removed. Usefully, the "detected changes in mod list" dialog box that opens on game start specifies the changes. Delete the sections from the xml files and save.
The game will not run as normal!
So I hear this a lot, and it is a valid point. If everyone always committed to the modlist they started their game with (only adding new mods) then modders would have more time to focus on mod features instead of compatibility. Theoretically it's the best option, but practically it causes a lot more harm than good. I can think off the top of my head several very good reasons to need to remove a mod: many players add mods without fully understanding its features and realize at a later date and wish to remove it, a mod could have undesirable behavior, bugs, or compatibility issues with other mods. Your alternative would realistically leave many players feeling burnt, either having to continue with issues in their save or start a new save altogether which could be months of playtime, and in the end motivating players to only add mods they think are safe and ignoring mods like this altogether.
Some mods by nature can not be removed, and that's fine as those are thoroughly advertised as such. This mod is just a UI mod at a surface level (i acknowledge it is a feature rich mod with complexity) and such comes with the implication of adding and removing being immutable like the nearly all UI mods.
In my opinion as a career SWE it is a stability problem, and the onus of reasonable stability should not be on the user, but the developer.
Root level exception in OnGUI(): System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentNullException: Value cannot be null.
I don't understand the previous comments, because it doesn't matter if it's a new save or not. The main menu thingie also throws an error after clicking "yes".