simplyWiri / Loadout-Compositing

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Missing "State" from Visitors-Turned-Colonists #80

Closed Hyomoto closed 10 months ago

Hyomoto commented 10 months ago

A picture is worth a thousand words, so here's one image This is a colonist that I got from a quest where they stay with you for a while, and then if they want they join. They wanted, so they joined. But when they transitioned from visitor to colonist, this part of their life didn't change so they are the only one without the ability to use loadouts.

I also didn't see any developer way to make this correction on my own. The only thing I can think of is to remove the mod, load the game, save, add the mod back and then load the game again which would, presumably, cause their loadout privileges to be reevaluated.

Hyomoto commented 10 months ago

After posting I thought "what might cause such a limitation?" And sure enough I think I found it. Not sure what the solution is here but I think it explains the problem pretty well, Doe is considered a "Refugee" If I change his "race" to something else, he gets his loadout state. image This suggests you are using that to decide what a valid target is, and as such might just need a different method to determine whether or not someone is a valid target for loadouts. I'm glad there is at least a workaround here.

simplyWiri commented 10 months ago

Thats odd - https://github.com/simplyWiri/Loadout-Compositing/blob/main/Source/Utility/Utility.cs#L123C1-L131C10 should be the aforementioned logic. This is definitely one for me to look into when I get the chance. Thanks for the detailed report!

simplyWiri commented 10 months ago

I've just tested this locally, that is not all the setup required at least. If you, generate quest -> hospitality refugee -> x population. Then click on the quest & kick off the "join letter" prompt. You will see them immediately join, and their loadout does pop up. Could you provide a mod list of steps to re-create?

I think this is either:

  1. Something is doing some bad caching and one of the aforementioned checks in IsColonist is failing
  2. The pawn some has some erroneously locked gear - I recall seeing this issue a while ago, but could not reproduce it with vanilla, so suspect it was an interaction with another mod.

Please feel free to re-open the issue if you can repro the issue!