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  1. greggho

    Resolved Everyone Dealing Blunt Dmg

    @elysebluemoon
    Was there any update on this? I couldn't find anything in the latest patch notes...
    Tried updating the game to the latest beta but that didn't help either.

    Have not tried starting a fresh save to see if it happens again - I honestly don't know how to reproduce it nor I would like to waste hours playing again just to run on this issue one more time
  2. greggho

    Resolved Campaign Tick crash

    Forwarding this issue to the QA team for further investigation. Thanks for reporting.

    Really appreciate that this issue is being looked up, but how does it differ from the issues brought up on this other thread below (since both cases use mods)?

    Hi everyone, sorry for the late reply. I am sorry to tell you that we can not offer support for the modded games. If you can remove the mods and are able to reproduce the problem please let us know. If you can share the save file you are having the problem with i am sure it would speed up the fixing process.
  3. greggho

    Resolved (Beta 1.3-1.4) Constantly crashing after long (237 day) campaign while traveling the map

    Folks, I can confirm this "crash on campaign map after x days" is strongly related to something wonky on the HourlyTick functions...
    For instance, I was able to wreak havoc by making some very exaggerated changes to CraftingCampaignBehavior which rely on HourlyTick for crafting stamina regeneration.
    I think a LOT of smithing mods, most of which are seemingly very innocuous, change these values... and a ton other might mess with DailyTick etc., which can become a compound issue fast...

    Hey, @uçanbiblo can you please drop a note to the devs to keep an eye on *Tick functions?
    The issue is very apparent when using mods that alter anything related to HourlyTick etc., but it is in fact possible that issues may arise in vanilla.
    I wish I could help further but just can't reproduce it easily in a "normal" session, would require multiple hours playing or some way to speed up the game reliably without breaking it...
  4. greggho

    Need More Info Cannot Create Save Data

    latest post by the Devs on the future of SP/Engine mentioned "cleaning up saves" etc., so I'd wager they're onto something already...
  5. greggho

    Resolved Everyone Dealing Blunt Dmg

    Hi, I couldn't reach the save file. Make sure the necessary permissions are given so the file is viewable and editable otherwise I won't be able to access it.

    I've made it 100% public now - just tested in incognito mode and works fine :wink:
    (Anyone on the internet with this link can view)

    Before it would require you to login to any Google account at least hahahah
  6. greggho

    Need More Info Cannot Create Save Data

    I know what you're saying - but we need to provide a non-modded save file for the devs.

    I have been experiencing this issue for a long while now; it happened even with an unmodded save file, which I just nuked and moved to the (then) beta 1.3 update - I didn't realize that "Save Failed" message would haunt me so many more times, LOL... otherwise I'd be quick to document it and send a save file for debug.

    What I can safely say is that mods DO make this issue more prevalent - and nary impossible for the devs to figure out what's wrong with THEIR code and not modders' code :\
    You can take a look at some of my other posts on this matter if you will, but, so far, all I know is your save file is doomed and likely any other recent saves will also snag on this issue down the road :\\\\\
  7. greggho

    Need More Info Cannot Create Save Data

    submit your latest (unmodded) save file in any playthru for the devs, please?
  8. greggho

    Pointed falchion blade *serious* smithing unbalance issue, beta 1.4

    Hello bellows smith! ⚒ (pun intended)

    It's probably known by the devs - crafting system is very much a placeholder right now... it's just a "hot glue" tool to mix and match parts, most of which are used for existing "pre-made" weapons anyway.
    Safe to say, the system can and will be expanded upon - TW has a good playground to work with!

    As to your query/concern, let me explain in detail:
    This is because of how the game is handling value for weapons (not only monetary but also for experience purposes): it is based on DAMAGE MEDIANS - and I presume it gets the max damage values from across all weapon categories.

    Clearly, some of the 2 hander blades deal above 130C (they have like, 6C base?) - e.g. the pointed falchion blade, star-something blade, etc..
    This means that they are far and above other blades, solely on maximum hit damage (not DPS or anything), and the game just goes haywire with pricing and experience.

    You can test this as well with javelins - just make a harpoon tipped broomstick - 65k denar in your pocket for materials that cost like a hundred denars, LOL.
    It's because the harpoon tip has really high pierce damage (7P base? +130P depending on the stick/weight?)
    So it's comparable to the top tier javelin tips, which are also in the 130P of damage, or so... and comparable to most powerful 2 handed weapons, such as above.
    In reverse, this is also why you'll get crappy prices and experience points on basically all POLEARMS - I believe for some reason they calculate ONE HANDED damage (Pierce and/or Cut) and, even though a Voulge can have upwards of 200C damage when being used 2 handed, it's calculated value is that of hot garbage damage 1 handed.
    Let's not even go into hammers, LMAO

    Again, crafting is very crude right now :xf-smile:
  9. greggho

    Resolved No command/shout sounds if you are in the hideout.

    Actually, they can do that if you be clumsy enough to trigger them all.

    But still, a sneaky attack with full armor on swords drawn and yelling "I'LL EAT YOUR LIVEEERR!!!!" is a scarcely a sneaky attack :grin:

    "I'LL EAT YOUR LIVER" is the new "IT'S ALMOST HARVESTING SEASON"
  10. greggho

    Resolved Everyone Dealing Blunt Dmg

    Forwarding this issue to the QA team for further investigation. Thanks for reporting.

    Summary:
    All damage is blunt, most melee don't deal above 3 dmg

    How to Reproduce:
    Just attack, LOL - see save below
    Fresh playthrough without mods - issue started happening suddenly with no clear reason
    ALL damage is blunt, from everyone.
    Melee weapons seem to deal 1-3 damage (maybe some two handed axes do more) - ALL BLUNT
    Arrows and javelins still deal regular damage - but are ALL BLUNT

    Quest/Settlement Name (if related):
    N/A - applies in field scenes, siege, tournament, arena, vs thugs in the streets

    Media (Screenshots & Video):
    Save attached - just reach the looter group and see for yourself, LOL

    Version:
    1.3.1.228624

    Installed community-made modifications:
    None

    Computer Specs
    :
    (see signature)

    OS: Win10 Pro (v1909)
    GPU: RTX 2070 Super 8GB (Asus GeForce)
    CPU: i7-9700k
    RAM: 16GB (Corsair Vengeance LPX 16GB (2x8 DDR4 2400MHz)
    Motherboard: MSI MPG Z390 GAMING PLUS
    Storage Device (HDD/SSD): SSD (Kingston A400 480GB)
  11. greggho

    Resolved (Beta 1.3-1.4) Constantly crashing after long (237 day) campaign while traveling the map

    I manage to get this with Editlord mod. I hope TW can resolve.

    I think you messed something with your party through this Editlord mod?
    Your save also crashes when opening the party screen :\

    At least can say for myself but I haven't faced this Party screen crash coupled with the Crash on campaign from this thread...
  12. greggho

    Need More Info Can Not Create Save Data

    Hello, please make sure that the game has necessary permissions over your security software, otherwise the game can not create save files on your PC. Please let me know if the problem persists after completing this step.

    I've experienced this issue several times without any 3rd party Security SW installed.
    This happened with modded and unmodded games.

    I have Bannerlord under the "exclusions" list for Windows Defender since day one :xf-smile: see below
    Appreciate if the devs have any insights if anything else could be done on the Windows side to alleviate this.


    Also of note - my Bannerlord installation is NOT under the C: drive - would that be an issue/clue worth pursuing??


    Been unable to replicate this issue since 1.3 became the latest stable (I've started a fresh playthrough).
    But as you can see in my post above, there's something that makes savefiles size become "bloated" as the game goes on.
    The issue consistently comes up once files pass the ~80Mb threshold, but it also happened before that.

    There was one occasion however where brand new campaigns with no mods had this issue and I wasn't able to save at all.
    Later I found out that it was probably Steam's fault breaking game files between updates (a "verify game files" had me redownload a few gigs of data).


    Would it help you this older branch savefile that present this issue? (1.2 beta IIRC?)
    (albeit this one was full to the brim with mods, I can't even tell you which mods I had on)


    zj3RbId.png
  13. greggho

    Resolved Not enough memory error. Game requested 9 million TB of memory?!?!?

    "-Your OS page file might be too small."

    YA THINK?
    lol
  14. greggho

    Resolved (Beta 1.3-1.4) Constantly crashing after long (237 day) campaign while traveling the map

    Hmm, not sure, I had the same issue on the stable branch, where character entries weren't glitching... though, lo and behold:

    We are aware of that daily tick mechanic bug and people are working on this issue to fix it. This improvement is not related with that bug.

    Might be one bird with two stones, LOL
    Here's hoping!
  15. greggho

    Resolved (Beta 1.3-1.4) Constantly crashing after long (237 day) campaign while traveling the map

    oh je, same scenario here. took a look at the dlls and stuff but nothing to be concluded besides "i got cucked"

    Looks like the devs hit a snag... here's hoping it's addressing those core problems...

    Just to give folks a brief update - we have come across some complex issues with the current beta branch that we want to address before pushing it to live.
  16. greggho

    Resolved (Beta 1.3-1.4) Constantly crashing after long (237 day) campaign while traveling the map

    To my point before - I am highly suspicious that the way the *tick() routines were implemented are causing both the savegame bloating/save failed AND the "constant crash on map" (because time flows on the map only).

    I just absolutely can't pinpoint where/what makes it all derail and why after such a long time.
    I have a nasty feeling this is the second coming of the dreaded "45 saves of doom" bug...
  17. greggho

    Resolved (Beta 1.3-1.4) Constantly crashing after long (237 day) campaign while traveling the map

    i second that. sometimes the users themselves can rule out the cause by messing around with the game and taking a peek at the dlls' codes (which can be done with the dnspy tool) and even create fixes (like mods) or at least point out what could be done with the code

    anyway, has anyone made any progress or have any observations related with this issue?

    No progress - did a couple of clean installs, on stable and beta, some new debugging, but couldn't narrow it down...

    On the stable save I was able to replicate this with no mods active (completely purged, albeit after a lot of time running said mods something might've been thrown off along the way by the mods themselves and the saves are doomed).
    There is definitely something weird going on with "*tick()" functions/events and how they're stored in saves (or better yet, how they're NOT stored), though I couldn't pinpoint what exactly is causing the crash on my end and it's all so obscured by messy code... there are so many corners being cut to keep the code slim XD I do suspect something in the way the beta handles those events has exacerbated that problem because of the "save failed"...

    On beta I wasn't running any mods but I can't replicate the issue since I'm running on the "save failed" issue in parallel, my campaign is dead on its tracks...
  18. greggho

    Resolved (Beta 1.3-1.4) Constantly crashing after long (237 day) campaign while traveling the map

    Wonder why not following the instructions here to report:

    https://forums.taleworlds.com/index.php?threads/how-to-report-a-bug.403418/

    and yet expecting devs to take a look/action urgently.

    As it is hard for the devs to gather appropriate info on a crash, so it is for the players who are beta testing. We debug and test different things to try and narrow down the issue's root cause (a very basic Root Cause Analysis).

    If you take a look at the very title of this thread it says all - at first there's absolutely no connection to anything, the game just constantly crashes at some point, at long playthroughs. There are several posts on similar issues, some say it's daily gold ticking, others speculate on some "off-screen" interactions that cause unhandled exceptions... I saw @Kenshiken himself commenting and trying to "soft merge" several related threads to this particular issue.

    This is the purpose of having a "crash reporting" sub-forum - to form a front line for user based Beta/Black Box QA/testing it is just that much harder for the users than it is for the devs, who have access to source code; a forum is not a mere "bug reporting" tool, it's a (guess what) community.

    I don't think the devs are naïve or dumb to think that end-users will always follow "protocol" and just blatantly ignore something because it's not in a standard templatey thingie.
    This just seems like it's a hard, persistent, issue - and from the looks of how very ingrained this crashing is, it is in something core to the game.

    We still have to narrow down to a single source (modded vs unmodded, both crash), seems to be related bugs/crashes (see mine and @sidiust having "save failed" issues in tandem with this crash) and, finally, on the post above yours, someone got a save uploaded with easily reproducible crash, just instants before it happens, with a full debug to boot.

    Yet, this will matter little - at the end of the day only when QA intakes this as a proper bug will some programmer in TW be able to look at the source and actually put work forward to a fix.


    Hope you do get down from your high *Lame Sumpter Horse* though and have a nice day/evening!
  19. greggho

    Need More Info Cannot Create Save Data

    Hey, I am having the same issue on some of my saves, and I found a not-so-great workaround that might help.
    If you go into your Game Saves folder (Documents\Mount and Blade II Bannerlord\Game Saves\Native) you will notice that the broken saves are almost DOUBLE the size of the working ones (76 MB vs 40 MB). If you load any normal sized saves from the same playthrough, you will be able to save again. So, you might be able to rescue your campaign, but you'll most likely lose a few hours of progress.

    Yeah, I went that route - turns out when I get to day 360+ in the new save (just wandering around the map and passing time) all hell breaks lose again :smile:


    I've commented on three threads already about these issues, not gonna bother spamming any further.
    I'm done with the forums and with this game - hope TW does deliver a finished and polished game in a few months/years. Until then, I won't even boot this mess anymore.
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