Resolved Crash After Conflict

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Hi,

The game is now crashing as soon as I click the Done button after conflicts. Doesn't matter whether I Attack or Send Troops, and crashes whether fighting an army or siege. It is affecting multiple saves and started happening after the most recent patch.

Any solutions?
 
I have the same issue, indeed a terrible one!

Started after the latest patch.
After hitting the DONE button in a siege victory, crashed. Tested several times, 100% crash in siege. Southern empire have a few cities left, tested in Oniria, Poros and Lycaeon.
- tried beta version, still crashes
- Opt out of beta, nah
- Back to beta in a earlier version, still crashes
- back to official, didn't help
- deleted the config files, didn't help
- verified integrity in steam, still negative
Played for around 1 hour without siege, sold, buy, changed army and everything i could think of, got in a siege, crashes in the DONE button.

Dont know what else to do... Please help
 
Yeah, please let us know what we can do or test to help gather more information or fix it.

We all want to chaaaaarge!!!
 
Hi!
Any workaround for this issue?

I made a few new tests.
Attacked another faction castle (the green dudes) and no crash! So that made me thinking that maybe, the earlier crash was because i would finish the defeat of the empire quest...
So I waited for the Istiana quest to develop, and it crash when it comes to 2k points... (I was hoping others from my kingdom would attack some empire castles to see if the quest developed)

Now I have 2 constant crashed. 1- attacking any of the last 4 castles of the empire 2- Istiana quest

Is that for everyone? I will test the mod that prolong the Istiana quest, but iam losing hope.
 
I'm having the same issue, sometimes it crashes even mid battle. Tried with and without mods, the outcome is still the same, but with mods i got this error message:

Recorded Unhandled Exceptions:
1. System.NullReferenceException: Object reference not set to an instance of an object.
at TaleWorlds.CampaignSystem.ViewModelCollection.PartyCharacterVM.RefreshValues()
at TaleWorlds.CampaignSystem.ViewModelCollection.PartyCharacterVM..ctor(PartyScreenLogic partyScreenLogic, Action`1 setSelected, Action`4 onTransfer, Action`1 onShift, PartyVM partyVm, TroopRoster troops, Int32 index, TroopType type, PartyRosterSide side, Boolean isTroopTransferrable, String fiveStackShortcutKeyText)
at TaleWorlds.CampaignSystem.ViewModelCollection.PartyVM.InitializePartyList(MBBindingList`1 partyList, TroopRoster currentTroopRoster, TroopType type, Int32 side)
at TaleWorlds.CampaignSystem.ViewModelCollection.PartyVM.InitializeTroopLists()
at TaleWorlds.CampaignSystem.ViewModelCollection.PartyVM..ctor(Game game, PartyScreenLogic partyScreenLogic, String fiveStackShortcutkeyText)
at SandBox.GauntletUI.GauntletPartyScreen.TaleWorlds.Core.IGameStateListener.OnActivate()
at TaleWorlds.Core.GameState.HandleActivate()
at TaleWorlds.Core.GameStateManager.OnPushState(GameState gameState)
at TaleWorlds.Core.GameStateManager.DoGameStateJobs()
at TaleWorlds.CampaignSystem.PartyScreenManager.OpenScreenAsLoot(PartyBase partyToLoot)
at TaleWorlds.CampaignSystem.PlayerEncounter.DoLootParty()
at TaleWorlds.CampaignSystem.PlayerEncounter.UpdateInternal()
at TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.HideoutCampaignBehavior.game_menu_hideout_place_on_init(MenuCallbackArgs args)
at TaleWorlds.CampaignSystem.GameMenus.GameMenu.RunOnInit(Game game, MenuContext menuContext)
at TaleWorlds.CampaignSystem.MenuContext.HandleStates()
at TaleWorlds.CampaignSystem.MapState.OnActivate()
at TaleWorlds.Core.GameState.HandleActivate()
at TaleWorlds.Core.GameStateManager.OnPopState(Int32 level)
at TaleWorlds.Core.GameStateManager.DoGameStateJobs()
at TaleWorlds.MountAndBlade.MissionState.OnTick(Single realDt)
at TaleWorlds.Core.GameStateManager.OnTick(Single dt)
at TaleWorlds.Core.Game.OnTick(Single dt)
at TaleWorlds.Core.GameManagerBase.OnTick(Single dt)
at DMD<DMD<OnApplicationTick_Patch1>?55856500::OnApplicationTick_Patch1>(Module this, Single dt)
at TaleWorlds.DotNet.Managed.ApplicationTick(Single dt)
at DMD<DMD<Managed_ApplicationTick_Patch1>?51290147::Managed_ApplicationTick_Patch1>(Single dt)

Recorded First Chance Exceptions:
Recording disabled.

Modules Information:
1. !DCC v1.0.0.227640
*DCC Main* (Required) (!DCC)
2. CaravansGiveTradeXp v1.0.0.227640
Caravans Give Trade XP (CaravansGiveTradeXp)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
3. CommunityPatch v0.0.2.227640
Community Patch (CommunityPatch)
4. CustomBattle e1.3.0.227640 *Selected*
CustomBattle (CustomBattle) *Official*
Dependencies:
1. Native
2. SandBoxCore
5. DynaCulture v1.0.0.227640
DynaCulture (DynaCulture)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
6. ModLib
6. ModLib v1.0.1.227640
ModLib (ModLib)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
7. Native e1.3.0.227640 *Selected*
Native (Native) *Official*
8. Sandbox e1.3.0.227640 *Selected*
Sandbox (SandBox) *Official*
Dependencies:
1. Native
2. SandBoxCore
9. SandBoxCore e1.3.0.227640 *Selected*
SandBox Core (SandBoxCore) *Official*
Dependencies:
1. Native
10. SettlementIcons v1.2.1.227640
Settlement Icons (SettlementIcons)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
11. StoryMode e1.3.0.227640 *Selected*
StoryMode (StoryMode) *Official*
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
12. TMLMod v0.2.3.227640
TML Tweaks Mod (TMLMod)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
13. zzCharacterCreation v1.1.2.227640
Detailed Character Creation (zzCharacterCreation)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode

Community Patch Information:
1. ItemComparisonColorPatch *Active* *Applicable* *Applied*
2. LearningRateExplainerPatch *Active* *Applicable* *Applied*
3. LordConversationsCampaignBehaviorPatch *Active* *Applied*
4. MapFactionLogicLoopPatch
5. MaxFoodVarietyPartyMoralePatch
6. NeutralClanTierUpPatch *Active* *Applicable* *Applied*
7. ProsperousReignPatch *Active* *Applicable* *Applied*
8. LandGrantsForVeteransPatch
9. DisciplinarianPatch
10. AgrarianPatch *Active* *Applied*
11. AgriculturePatch *Active* *Applicable* *Applied*
12. AssessorPatch *Active* *Applicable* *Applied*
13. BannerlordPatch *Active* *Applicable* *Applied*
14. EnhancedMinesPatch *Active* *Applicable* *Applied*
15. FoodRationingPatch
16. LogisticsExpertPatch *Active* *Applicable* *Applied*
17. ManAtArmsPatch *Active* *Applicable* *Applied*
18. NourishSettlementPatch
19. ProminencePatch *Active* *Applicable* *Applied*
20. ReconstructionPatch *Active* *Applicable* *Applied*
21. ReevePatch *Active* *Applicable* *Applied*
22. RulerPatch *Active* *Applicable* *Applied*
23. SwordsAsTributePatch *Active* *Applicable* *Applied*
24. TaxCollectorPatch *Active* *Applicable* *Applied*
25. SupremeAuthorityPatch *Active* *Applicable* *Applied*
26. WarmongerPatch *Active* *Applicable* *Applied*
27. WarRationsPatch *Active* *Applicable* *Applied*
28. BowExpertPatch *Active* *Applicable* *Applied*
29. ConroiPatch *Active* *Applicable* *Applied*
30. CrossbowExpert *Active* *Applicable* *Applied*
31. FilledToBrimPatch *Active* *Applicable* *Applied*
32. SpareArrowsPatch *Active* *Applicable* *Applied*
33. SpareThrowingWeapon *Active* *Applicable* *Applied*
34. SquiresPatch *Active* *Applicable* *Applied*
35. ExtraArrowsPatch *Active* *Applicable* *Applied*
36. ExtraThrowingWeapons *Active* *Applicable* *Applied*
37. PeakFormPatch *Active* *Maybe Applicable* *Applied*
38. HealthyScoutPatch *Active* *Maybe Applicable* *Applied*
39. BattleReadyPatch *Active* *Applicable* *Applied*
40. FullyArmedPatch *Active* *Applicable* *Applied*
41. CrossbowCavalryPerkPatch *Active* *Applicable* *Applied*
42. BattleEquippedPatch *Active* *Applicable* *Applied*
43. BowMountedArcherPatch *Active* *Applicable* *Applied*
44. LargeQuiverPatch *Active* *Applicable* *Applied*

Loaded SubModules:
1. TaleWorlds.MountAndBlade.View.ViewSubModule, TaleWorlds.MountAndBlade.View, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
v1.0.0
2. TaleWorlds.MountAndBlade.GauntletUI.GauntletUISubModule, TaleWorlds.MountAndBlade.GauntletUI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
v1.0.0
3. TaleWorlds.MountAndBlade.CustomBattle.CustomBattleSubModule, TaleWorlds.MountAndBlade.CustomBattle, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
v1.0.0
4. SandBox.SandBoxSubModule, SandBox, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
v1.0.0
5. SandBox.View.SandBoxViewSubModule, SandBox.View, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
v1.0.0
6. SandBox.GauntletUI.SandBoxGauntletUISubModule, SandBox.GauntletUI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
v1.0.0
7. StoryMode.StoryModeSubModule, StoryMode, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
v1.0.0
8. StoryMode.View.StoryModeViewSubModule, StoryMode.View, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
v1.0.0
9. StoryMode.GauntletUI.StoryModeGauntletUISubModule, StoryMode.GauntletUI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
v1.0.0
10. ModLib.ModLibSubModule, ModLib, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
11. ModLib.Patches.ModLibPatchesSubModule, ModLib.Patches, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
12. CharacterCreation.SubModule, CharacterCreation, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
13. MBOptionScreen.MBOptionScreenSubModule, MBOptionScreen, Version=1.1.15.0, Culture=neutral, PublicKeyToken=null
v1.1.15
14. SettlementIcons.SettlementIconsModule, SettlementIcons, Version=1.2.1.0, Culture=neutral, PublicKeyToken=null
15. TMLMod.TMLModMain, TMLMod, Version=0.2.3.0, Culture=neutral, PublicKeyToken=null
16. MBOptionScreen.MBOptionScreenSubModuleV2010, MBOptionScreen.v2.0.10, Version=2.0.10.0, Culture=neutral, PublicKeyToken=null
v2.0.10
17. DynaCulture.SubModule, DynaCulture, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
18. CommunityPatch.CommunityPatchSubModule, CommunityPatch, Version=0.1.0.0, Culture=neutral, PublicKeyToken=null
v0.1.0+3238ab7
19. CaravansGiveTradeXp.CaravansGiveTradeXpSubModule, CaravansGiveTradeXp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null

System Info:
gpu: NVIDIA GeForce GTX 960M
cpu: Intel(R) Core(TM) i7-6700HQ CPU @ 2.60GHz

GPU Memory: 2010MB
GC Allocated: 438289696B
Engine Memory Used: 0MB
GC Latency Mode: Client Interactive
GC LOH Compact Mode: Default
Operating System: Microsoft Windows 10.0.17763
Framework Compatibility: .NET Framework 4.8.4121.0
Hardware Accelerated Vector: Yes
Vector Size: 256 bits
CPU Info:
1. Intel Core i7-6700HQ with 4 cores:
1. (?) MHz (?) °C
2. (?) MHz (?) °C
3. (?) MHz (?) °C
4. (?) MHz (?) °C

The strange thing is that it happens only for some specific events, in my case is a mountain bandit hideout near Pen Cannoc. I've tried other field battles against looters and other hideouts but it was fine.
In another save is happening only in big battles but it happens mid battle instead.

I've never had a crash before the last hotfix update, i'm playing the beta branch since it's release and this is the first time the game is unplayable for me.
 
Same issue here, on non-beta branch, mods enabled, but my save game won't load with mods disabled. This was on a battle i was going in to assist another member. Crash when i play it out or send troops. Attacked another nearby army solo and the send troops went fine at least. have screenshot of error, but don't see that i can upload it to my post.
 
So.. Do we have more info about it? If i start another save the same crash will occur at some point?

Any new patch on the way?

thanks!!
 
Hi all, if you are still having the problem, can you please share the corrupted save files with us? You can post them under this thread or send me via DM.
 
Hi all, if you are still having the problem, can you please share the corrupted save files with us? You can post them under this thread or send me via DM.
Hi, i deleted the old save files and started a new game because the patch notes mentioned that the fixes for the crashes weren't retroactive and in fact thay did not work. So far i'm not experiencing any crashes but i'm still in an early stage of the game (not even day 50). I will share the save if the issue will happen again. Thanks for looking into this :grin:
 
Great news! Amazing news! No crash so far! Did everything including advancing in Instiana quest. All good.
Thank you!
 
I have the same issue, indeed a terrible one!

Started after the latest patch.
After hitting the DONE button in a siege victory, crashed. Tested several times, 100% crash in siege. Southern empire have a few cities left, tested in Oniria, Poros and Lycaeon.
- tried beta version, still crashes
- Opt out of beta, nah
- Back to beta in a earlier version, still crashes
- back to official, didn't help
- deleted the config files, didn't help
- verified integrity in steam, still negative
Played for around 1 hour without siege, sold, buy, changed army and everything i could think of, got in a siege, crashes in the DONE button.

Dont know what else to do... Please help

Experiencing exactly the same crash after updating to 1.3.1. Downgraded version til 1.2.0 and same crash. I sent the link, via DM, with the save files for analysis.
 
Hi all, thanks for reporting back! I have informed the devs about the issue persisting and forwarded the data you have provided.
 
I also have the same problem. I have two different saves and in both saves I am having this issue, whoever I battle with. When I press done it crashes.
 
Recorded Unhandled Exceptions:
1. System.NullReferenceException: Object reference not set to an instance of an object.
at TaleWorlds.CampaignSystem.ViewModelCollection.PartyCharacterVM.RefreshValues()
at TaleWorlds.CampaignSystem.ViewModelCollection.PartyCharacterVM..ctor(PartyScreenLogic partyScreenLogic, Action`1 setSelected, Action`4 onTransfer, Action`1 onShift, PartyVM partyVm, TroopRoster troops, Int32 index, TroopType type, PartyRosterSide side, Boolean isTroopTransferrable, String fiveStackShortcutKeyText)
at TaleWorlds.CampaignSystem.ViewModelCollection.PartyVM.InitializePartyList(MBBindingList`1 partyList, TroopRoster currentTroopRoster, TroopType type, Int32 side)
at TaleWorlds.CampaignSystem.ViewModelCollection.PartyVM.InitializeTroopLists()
at TaleWorlds.CampaignSystem.ViewModelCollection.PartyVM..ctor(Game game, PartyScreenLogic partyScreenLogic, String fiveStackShortcutkeyText)
at SandBox.GauntletUI.GauntletPartyScreen.TaleWorlds.Core.IGameStateListener.OnActivate()
at TaleWorlds.Core.GameState.HandleActivate()
at TaleWorlds.Core.GameStateManager.OnPushState(GameState gameState)
at TaleWorlds.Core.GameStateManager.DoGameStateJobs()
at TaleWorlds.CampaignSystem.PartyScreenManager.OpenScreenAsLoot(PartyBase partyToLoot)
at TaleWorlds.CampaignSystem.PlayerEncounter.DoLootParty()
at TaleWorlds.CampaignSystem.PlayerEncounter.UpdateInternal()
at TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.HideoutCampaignBehavior.game_menu_hideout_place_on_init(MenuCallbackArgs args)
at TaleWorlds.CampaignSystem.GameMenus.GameMenu.RunOnInit(Game game, MenuContext menuContext)
at TaleWorlds.CampaignSystem.MenuContext.HandleStates()
at TaleWorlds.CampaignSystem.MapState.OnActivate()
at TaleWorlds.Core.GameState.HandleActivate()
at TaleWorlds.Core.GameStateManager.OnPopState(Int32 level)
at TaleWorlds.Core.GameStateManager.DoGameStateJobs()
at TaleWorlds.MountAndBlade.MissionState.OnTick(Single realDt)
at TaleWorlds.Core.GameStateManager.OnTick(Single dt)
at TaleWorlds.Core.Game.OnTick(Single dt)
at TaleWorlds.Core.GameManagerBase.OnTick(Single dt)
at DMD<DMD<OnApplicationTick_Patch1>?55856500::OnApplicationTick_Patch1>(Module this, Single dt)
at TaleWorlds.DotNet.Managed.ApplicationTick(Single dt)
at DMD<DMD<Managed_ApplicationTick_Patch1>?51290147::Managed_ApplicationTick_Patch1>(Single dt)

got same error except tick id in the end. happens in a certain hideout after clicking "end battle". in other hideouts everything ok.
is there solution?
 
Did a few tests today. Apparently the crash was due an outdated mod I was using.

So I started a new game, uninstalled all my mods and test them one by one until find the one which was causing the crash.

Then I updated it, loaded a save game and entered a battle. Everything worked fine.

For now the crash is solved. I'll keep you updated if it happens again.

P.S.: The mod was "Distinguished Service" which can be found on Nexus Mods (https://www.nexusmods.com/mountandblade2bannerlord/mods/1101). There is akready a version compatible with 1.3.0 and 1.4.0.
 
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