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  1. Modded Crash wandering map (modded)

    I'm sure you'll say "It's because it's modded" but I thought I'd post here on the off chance that anyone recognizes this or what's causing it. My reading says it may be Improved Garrison or the Arena Mod I'm running. The crash doesn't refer to a module so it is a bit hard to tell. CallStack...
  2. So many abandoned modifications

    I'm just in here to support the modders. There are quite a few great mods for 1.1.0 already. Yes, you have to change how you play when your 'crucial' mods aren't updated but that can be a good thing sometimes. I do check the 'recently updated' filter every day though :smile:.
  3. Modded Crash starting a battle no module listed but bannerbearer exception

    Summary: Crash on starting a battle. Was working fine until now it doesn't at all. I want to list the exception because it is interesting in that it does not list any modules involved at all. I've uploaded the files as the game suggested. How to Reproduce: I'm guessing there is something wrong...
  4. Beta Patch Notes v1.1.0

    Personally I don't expect minor fixes in a **beta** branch to be tiny packages that tweak existing files (like a proper finished patch). I'm fine with the large size of even the hotfixes. But, somehow the pace of change is too fast and too slow. I can barely get a working list of mods together before, despite my specifically choosing a beta branch the game updates whether I want it or not.

    In other games I've done QA for there was always a way (outside the beta process) to pick a patch level and have it in your control whether or not it updates (well, whether or not you update), but having both the main line and beta lines on hotfixes makes it hard to test or not test the game. Either way things will change whether you want them to or not. I know hotfixes are important, but maybe keep a stable line out there that has announcements before forced updates. Like 1.0.2 could be "depricated, not to be updated further" while 1.0.3 is "likely to be hotfixed in the near future" and 1.1.0 beta "will likely be continually hotfixed".

    Or maybe that is just me. I found it amusing that I couldn't launch this morning because of a hotfix downloading and when I came back from work hours later a different hotfix was downloading. Fantastic that things are being worked on, but from and end user perspective I have no problem saying that I'm playing other games instead of M+B, which if a general trend, would be worrisome.
  5. Crash on Game Save Load

    How do you address number 2 and 3?
    2. Make an exception in the antivirus and firewall advanced settings to have it ignore Bannerlord processes. A pain as you need to set a rule for each process if there are more than one. This used to be a much bigger issue in gaming and rare to see it now but worth a go.

    3. Reinstall libraries (see the crash help links in mod's post). This is also almost never the issue but easy enough to do.

    4. Update drivers (really unlikely for these kinds of crashes on load)

    I uninstalled a lot of mods and have a stable game now. Just slowly reintroducing them. I think some of the sub mods for captivity events were doing 'bad things' to the troop roster (invisible heroes and etc..), but no proof really just a hunch.
  6. Crash on Game Save Load

    I've been getting hit with the same crash too. Its super annoying. I'll play for 5 hours one day, then the next day I can't load the last 4-5 saves so I have to rollback and lose 3 hrs of progress. Only mods in common with yours are the first 4, Party Screen Enhancements and Fourberie
    Exactly. I can play indefinitely, just not load a game! Maybe it's time for a hardcore 30 hour gaming session.
  7. Crash on Game Save Load

    Oh it's modded, but I have literally none of the same mods other than Harmony, MCM, you know, the basic 4 at the top.

    My party sizes varied, from like 40 to maybe 160. I do think it is mod related. I've been reinstalling all my mods making sure they're updated, doing the usual Windows libraries updates just to be sure. Even though the error doesn't list any mods as involved modules the fact that it's referring to an issue with the troop composition makes me wonder if there are some things not getting saved correctly or a mod has altered something about how this data is saved.

    Really too bad that this error isn't caught by the game itself in a recoverable way. If the troop composition is faulty the game should not load that particular troop, and just load the rest. I dunno, giving it the old college try here.
  8. Crash on Game Save Load

    Similar:
    • at int TaleWorlds.CampaignSystem.Roster.TroopRoster.AddToCountsAtIndex(int index, int countChange, int woundedCountChange, int xpChange, bool removeDepleted)
    • at void TaleWorlds.CampaignSystem.Roster.TroopRoster.RemoveTroop(CharacterObject troop, int numberToRemove, UniqueTroopDescriptor troopSeed, int xp)
    • at void TaleWorlds.CampaignSystem.Hero.AfterLoad()
    I have none of the same mods other than the 4 basic ones we all have (harmony etc..)

    I've been checking every thread I can find on the issue and there doesn't seem to be any particular mod overlap. The only behavioral overlap I can see is changing the troop composition (age, or in your case adding soldiers with cheat menu). Yours is the first instance I've seen of a crash while playing. All the other crash reports have been only when trying to load the game.

    1. Troop composition / something about 'cheated' ages or composition
    2. Some background process like an overly aggressive firewall preventing some data from getting loaded
    3. Some corrupt config or windows file not allowing a process to complete

    Those are my guesses at the moment. I'm going to try to address all of them but what a PIA!
  9. Modded Saved Game Make Crash While Loading

    Summary:Saved file make the game crash
    Same crash, only mods I have that overlap are Hot Butter and KillThemAll (other than the libraries of course)

    Yours:
    at TaleWorlds.CampaignSystem.Roster.TroopRoster.AddToCountsAtIndex(Int32 index, Int32 countChange, Int32 woundedCountChange, Int32 xpChange, Boolean removeDepleted)
    at TaleWorlds.CampaignSystem.Roster.TroopRoster.RemoveTroop(CharacterObject troop, Int32 numberToRemove, UniqueTroopDescriptor troopSeed, Int32 xp)

    Mine:
    • at int TaleWorlds.CampaignSystem.Roster.TroopRoster.AddToCountsAtIndex(int index, int countChange, int woundedCountChange, int xpChange, bool removeDepleted)
    • at void TaleWorlds.CampaignSystem.Roster.TroopRoster.RemoveTroop(CharacterObject troop, int numberToRemove, UniqueTroopDescriptor troopSeed, int xp)
    • at void TaleWorlds.CampaignSystem.Hero.AfterLoad()
    I had thought this was one of the other mods I have that you don't have, but this narrows it down a bit!

    Perhaps worth mentioning Firewall/AV is ESET (something about this kind of exception reminds me of firewall behavior).
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