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The only thing I can suggest is to (obviously in a new save) try again with just a handful of mods that you think will work with this one.
If you need any more help, just let me know.
System.NullReferenceException: Object reference not set to an instance of an object
at SometimesRaidsGoWrong.ThingsThatGoWrong.RunWild (System.Collections.Generic.List`1[T] list) [0x00067] in <e0dc29c6462d4bc6a8936beabb93dcc5>:0
at SometimesRaidsGoWrong.MarvsRandom_RaidEnemy.TryRandomExecuteWorker (RimWorld.IncidentParms parms) [0x0031f] in <e0dc29c6462d4bc6a8936beabb93dcc5>:0
at SometimesRaidsGoWrong.MarvsRandom_RaidEnemy.TryExecuteWorker (RimWorld.IncidentParms parms) [0x00001] in <e0dc29c6462d4bc6a8936beabb93dcc5>:0
at (wrapper dynamic-method) MonoMod.Utils.DynamicMethodDefinition.RimWorld.IncidentWorker.TryExecute_Patch1(RimWorld.IncidentWorker,RimWorld.IncidentParms)
at (wrapper dynamic-method) ...............
If you're okay with enabling development mode, click the fifth icon on the development menu at the top of the screen and then pick Future Incidents Current Map (type fut to find it easier) then click OnOffCycle (ThreatBig). This will randomly generate some possible incidents in the debug log without trashing your home.
In the log you'll see a line at the bottom with "Test future incidents" - click that and expand the bottom half of the debug log to read the test's output. Under Incident count per def there's three columns, the first one should read ThreatBig, then the second is the incident (for example, RaidEnemy) and the third is the number of times it was fired in the test. Very handy stuff.
If the mod is working just fine then you'll see RaidEnemyGoesWrong in the second column somewhere. You might have to run the test a few times to get it to show up, because randomness.
Hope that helps!