Navigate to AppData\LocalLow\Ludeon Studios\RimWorld\Saves or "Rimworld by LudeonStudios\Saves" and find the save you wish to keep and open it in notepad or notepad++.
Find the <factionManager> field and replace it with the entire <factionManager> field from a newer save with a working comms console (just generate a new world with factions then delete afterward), if you wish to keep the names of the generated factions you can manually copy and paste <name> fields from the old data to the new data. The same goes with the <goodwill> fields.
Alternatively I think there is a mod that generates new factions in an existing save when you load the world, you could delete the contents of the <factionManager> field, leaving it empty and it should regenerate all factions with that mod.
I'm not entirely sure this will work, because the issue with the console was down to pawns, which is a fix that should have been save game compatible.
Edit: I've just found the <worldPawns> field in the save file and it seems to store all pawnkinds rather then loading them every time. I'm not sure how stable a save will be if you delete or replace them. And you may destroy the colonists, but anyone dedicated enough to an existing save may look there to fix the save folder. If you do manage to fix it, please list the method here.
Find the <factionManager> field and replace it with the entire <factionManager> field from a newer save with a working comms console (just generate a new world with factions then delete afterward), if you wish to keep the names of the generated factions you can manually copy and paste <name> fields from the old data to the new data. The same goes with the <goodwill> fields.
Alternatively I think there is a mod that generates new factions in an existing save when you load the world, you could delete the contents of the <factionManager> field, leaving it empty and it should regenerate all factions with that mod.
I'm not entirely sure this will work, because the issue with the console was down to pawns, which is a fix that should have been save game compatible.
Edit: I've just found the <worldPawns> field in the save file and it seems to store all pawnkinds rather then loading them every time. I'm not sure how stable a save will be if you delete or replace them. And you may destroy the colonists, but anyone dedicated enough to an existing save may look there to fix the save folder. If you do manage to fix it, please list the method here.