I need some help with modifying a savegame because my relic item is broken (probably due to some mod). I tried replacing the item that was in the Reliquary where the Relic should be in, in my save. It somehow was not the pistol it should be but a single beer. For the item I used the one defined within the Quest data. However the pistol that then spawn inside the Reliquary lacks its Name and when I try to remove it from the reliquary it vanishes. How can I set that item to be the correct one? Any help would be much appreciated
Because the save games are much bigger than I can attach in the forums I have hosted them here: https://nextcloud.ironhide.de/index.php/s/wwRBgK5GYaKF3Yj
For reference: the code from the quest data (line 103527 in Forda123)
<relicThing Class="ThingWithComps">
<def>TM_PistolSpec_Base3</def>
<id>TM_PistolSpec_Base343203</id>
<health>100</health>
<questTags>
<li>Quest12.relicThing</li>
</questTags>
<verbTracker>
<verbs IsNull="True" />
</verbTracker>
<sourcePrecept>null</sourcePrecept>
<title>Anarchy</title>
<taleRef>
<seed>369845554</seed>
<tale>null</tale>
</taleRef>
<quality>Legendary</quality>
</relicThing>
This is the code I tried for the Reliquary (line 104472 in Fordarelicspawn):
<thing Class="Building">
<def>Reliquary</def>
<id>Reliquary3044158</id>
<map>2</map>
<pos>(100, 0, 85)</pos>
<rot>2</rot>
<health>770</health>
<stuff>FT_BlocksConcrete</stuff>
<questTags IsNull="True" />
<innerContainer Class="Verse.ThingOwner`1[Verse.Thing]">
<innerList>
<li Class="ThingWithComps">
<def>TM_PistolSpec_Base3</def>
<id>TM_PistolSpec_Base343203</id>
<health>100</health>
<stackCount>1</stackCount>
<questTags>
<li>Quest12.relicThing</li>
</questTags>
<verbTracker>
<verbs IsNull="True" />
</verbTracker>
<sourcePrecept>null</sourcePrecept>
<title>Anarchy</title>
<initialized>True</initialized>
<quality>Legendary</quality>
<taleRef>
<seed>369845554</seed>
<tale>null</tale>
</taleRef>
<SoulOrbTraits />
</li>
</innerList>
</innerContainer>
</thing>
Can't help you, but I have the same bug, so you're not the only one.
My mod list: Harmony, RT Fuse, minify everything, HugsLib, Psychology, Allow Tool, Mad Skills, Explosive Implant, Vanilla Fishing Expanded. Tiny Table, QualityBuilder, Mines, Animals Logic, Roads of the Rim, Seamless Embrasures, CleaningArea, Cannibal and Insect Meals, Dubs Mint Minimap, LWM's Deep Storage, Door Mat, Clothes to Cloths, Medical Training, Better Transhumanists, Tend Whenever, Prisoner Harvesting, Just Ignore Me Passing, Expanded Prosthetics and Organ Engineering, underground Power Conduits, Engraved Walls, My Little Planet, Vanilla Storytellers Expanded-Oskar, Igor, Empress Evil, and Perry Persistent; Vanilla Expanded Framework, Filth Vanishes with Rain and Time, Dice of Destiny, Smarter Deconstruction and Mining, Replace Stuff, Death Rattle Continued, Large Faction bases, Blueprints, JecsTools, Rimworld of Magic, Kure's Rimworld of Magic Class Expansion, Choice of Psycasts, Simple Sidearms, Wall Light, Achtung!, Animal Tab, Medical Tab, Colony Manager, Pick Up and Haul, Skilled Stonecutting, Questionable Ethics Enhanced, Scar Removal Drug, SYR Set Up Camp, Call for Intel, Pharmacist, No Lazy Doctors, Tilled Soil, Prepare Carefully, InfestationBait, War Crimes Expanded 2 Core, Dress Patients, and QualitySurgeon.