diff --git a/Core/Generators/BotEquipmentModGenerator.cs b/Core/Generators/BotEquipmentModGenerator.cs
index a16b1e97..e9f20317 100644
--- a/Core/Generators/BotEquipmentModGenerator.cs
+++ b/Core/Generators/BotEquipmentModGenerator.cs
@@ -802,7 +802,7 @@ public class BotEquipmentModGenerator
var spawnMod = _probabilityHelper.RollChance(modSpawnChances.GetValueOrDefault(modSlotName));
- if (!spawnMod && (slotRequired.GetValueOrDefault(false) || botEquipConfig.WeaponSlotIdsToMakeRequired.Contains(modSlotName)))
+ if (!spawnMod && (slotRequired.GetValueOrDefault(false) || (botEquipConfig.WeaponSlotIdsToMakeRequired?.Contains(modSlotName) ?? false)))
{
// Edge case: Mod is required but spawn chance roll failed, choose default mod spawn for slot
return ModSpawn.DEFAULT_MOD;
@@ -816,7 +816,7 @@ public class BotEquipmentModGenerator
///
/// Data used to choose an appropriate mod with
/// itemHelper.getItem() result
- public KeyValuePair? ChooseModToPutIntoSlot(ModToSpawnRequest request) // TODO: type fuckery: [boolean, ITemplateItem] | undefined
+ public KeyValuePair? ChooseModToPutIntoSlot(ModToSpawnRequest request)
{
/** Slot mod will fill */
var parentSlot = request.ParentTemplate.Properties.Slots?.FirstOrDefault((i) => i.Name == request.ModSlot);