Resolved [1.3]Crash when entering battle

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Same battle:

Very High Graphics/1000 battle size: crash
Low graphics/1000 battle size: crash
low graphics/200 battle size: loaded
very high graphics/500 battle size: loaded
 
Ill add this here since this post is "in progress", lowering battle size seems to help with the battle initally loading, but when reinforcements pop in the crash can happen mid battle.

Edit: The crash doesn't happen when doing a custom battle, so it seems it would be originating from something in the campaign.
 
Same issue for me, if I reduce battle size to load the battle, it crashes on reinforcements.

I'm playing as empire. So far the crash has happened vs a Battanian army, a Battanian castle siege, and against a Sturgian army
 
I seem to be experiencing the same issue, running game version e1.3.1. The battle is between two armies 1435 vs 943.

I have tried reducing the number of units in battle to 200, which allows me to load the battle. However, once the reinforcements start entering the battle and get to around 1000 total units (even if only 200ish are alive) the game crashes with the same error message that the OP posted a screenshot of.

I have even tried to "send troops" for the auto-resolve and that causes the game to crash almost immediately after clicking the send troops button. The error message is slightly different when auto resolving but the scoreboard call is still in the error message stack.

I have tried disabling all mods, except community patch. I have also verified the integrity of the game files using steam. Both to no avail.

Error message when manually fighting the battle:
1. System.NullReferenceException: Object reference not set to an instance of an object.
at TaleWorlds.MountAndBlade.ViewModelCollection.Scoreboard.SPScoreboardStatsVM..ctor(TextObject name)
at TaleWorlds.MountAndBlade.ViewModelCollection.Scoreboard.SPScoreboardUnitVM..ctor(BasicCharacterObject character)
at TaleWorlds.MountAndBlade.ViewModelCollection.Scoreboard.SPScoreboardPartyVM.GetUnit(BasicCharacterObject character)
at TaleWorlds.MountAndBlade.ViewModelCollection.Scoreboard.SPScoreboardPartyVM.UpdateScores(BasicCharacterObject character, Int32 numberRemaining, Int32 numberDead, Int32 numberWounded, Int32 numberRouted, Int32 numberKilled, Int32 numberReadyToUpgrade)
at TaleWorlds.MountAndBlade.ViewModelCollection.Scoreboard.SPScoreboardSideVM.UpdateScores(IBattleCombatant battleCombatant, BasicCharacterObject character, Int32 numberRemaining, Int32 numberDead, Int32 numberWounded, Int32 numberRouted, Int32 numberKilled, Int32 numberReadyToUpgrade)
at SandBox.ViewModelCollection.SPScoreboardVM.TroopNumberChanged(BattleSideEnum side, IBattleCombatant battleCombatant, BasicCharacterObject character, Int32 number, Int32 numberDead, Int32 numberWounded, Int32 numberRouted, Int32 numberKilled, Int32 numberReadyToUpgrade)
at TaleWorlds.MountAndBlade.BattleObserverMissionLogic.OnAgentBuild(Agent agent, Banner banner)
at TaleWorlds.MountAndBlade.Mission.SpawnAgent(AgentBuildData agentBuildData, Boolean spawnFromAgentVisuals, Int32 formationTroopCount)
at TaleWorlds.MountAndBlade.Mission.SpawnTroop(IAgentOriginBase troopOrigin, Boolean isPlayerSide, Boolean hasFormation, Boolean spawnWithHorse, Boolean isReinforcement, Boolean enforceSpawningOnInitialPoint, Int32 formationTroopCount, Int32 formationTroopIndex, Boolean isAlarmed, Boolean wieldInitialWeapons, Boolean forceDismounted, String specialActionSet, Nullable`1 initFrame)
at TaleWorlds.MountAndBlade.MissionAgentSpawnLogic.MissionSide.SpawnTroops(Int32 number, Boolean isReinforcement, Boolean enforceSpawningOnInitialPoint)
at TaleWorlds.MountAndBlade.MissionAgentSpawnLogic.BattleSizeSpawnTick()
at TaleWorlds.MountAndBlade.Mission.OnTick(Single dt, Single realDt, Boolean updateCamera)
at TaleWorlds.MountAndBlade.MissionState.TickMission(Single realDt)
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 TaleWorlds.MountAndBlade.Module.OnApplicationTick(Single dt)
at TaleWorlds.DotNet.Managed.ApplicationTick(Single dt)
at DMD<DMD<Managed_ApplicationTick_Patch1>?15042842::Managed_ApplicationTick_Patch1>(Single dt)

Error message when auto-resolving the battle:
1. System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object.
at TaleWorlds.MountAndBlade.ViewModelCollection.Scoreboard.SPScoreboardStatsVM..ctor(TextObject name)
at TaleWorlds.MountAndBlade.ViewModelCollection.Scoreboard.SPScoreboardUnitVM..ctor(BasicCharacterObject character)
at TaleWorlds.MountAndBlade.ViewModelCollection.Scoreboard.SPScoreboardPartyVM.GetUnit(BasicCharacterObject character)
at TaleWorlds.MountAndBlade.ViewModelCollection.Scoreboard.SPScoreboardPartyVM.UpdateScores(BasicCharacterObject character, Int32 numberRemaining, Int32 numberDead, Int32 numberWounded, Int32 numberRouted, Int32 numberKilled, Int32 numberReadyToUpgrade)
at TaleWorlds.MountAndBlade.ViewModelCollection.Scoreboard.SPScoreboardSideVM.UpdateScores(IBattleCombatant battleCombatant, BasicCharacterObject character, Int32 numberRemaining, Int32 numberDead, Int32 numberWounded, Int32 numberRouted, Int32 numberKilled, Int32 numberReadyToUpgrade)
at SandBox.ViewModelCollection.SPScoreboardVM.TroopNumberChanged(BattleSideEnum side, IBattleCombatant battleCombatant, BasicCharacterObject character, Int32 number, Int32 numberDead, Int32 numberWounded, Int32 numberRouted, Int32 numberKilled, Int32 numberReadyToUpgrade)
at TaleWorlds.CampaignSystem.MapEventSide.AllocateTroops(Int32 number, Boolean includePlayer)
at TaleWorlds.CampaignSystem.MapEvent.SimulateBattleSetup()
at SandBox.ViewModelCollection.SPScoreboardVM.Initialize(IMissionScreen missionScreen, Mission mission, Action releaseSimulationSources, Action`1 onToggle)
at SandBox.GauntletUI.BattleSimulationGauntletView.CreateLayout()
at SandBox.View.Map.MapScreen.AddMapView[T](Object[] parameters)
at SandBox.View.Map.MapScreen.TaleWorlds.CampaignSystem.IMapStateHandler.OnBattleSimulationStarted(BattleSimulation battleSimulation)
at TaleWorlds.CampaignSystem.SandBox.GameMenusCallbacks.game_menu_encounter_win_on_consequence(MenuCallbackArgs args)
at TaleWorlds.CampaignSystem.GameMenus.GameMenu.RunOnInit(Game game, MenuContext menuContext)
at TaleWorlds.CampaignSystem.MenuContext.HandleStates()
at TaleWorlds.CampaignSystem.GameMenus.GameMenu.SwitchToMenu(String menuId)
at TaleWorlds.CampaignSystem.GameMenus.GameMenuOption.RunConsequence(MenuContext menuContext)
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at TaleWorlds.Library.Common.InvokeWithLog(MethodInfo methodInfo, Object obj, Object[] args)
at TaleWorlds.GauntletUI.Data.GauntletView.OnCommand(String command, Object[] args)
at System.Action`3.Invoke(T1 arg1, T2 arg2, T3 arg3)
at TaleWorlds.GauntletUI.Widget.EventFired(String eventName, Object[] args)
at TaleWorlds.GauntletUI.ButtonWidget.HandleClick()
at TaleWorlds.GauntletUI.ButtonWidget.OnMouseReleased()
at TaleWorlds.GauntletUI.EventManager.MouseUp()
at TaleWorlds.GauntletUI.UIContext.UpdateInput(InputType handleInputs)
at TaleWorlds.Engine.Screens.ScreenManager.Update()
at TaleWorlds.Engine.Screens.ScreenManager.Tick(Single dt)
at DMD<DMD<ScreenManager_Tick_Patch1>?64579784::ScreenManager_Tick_Patch1>(Single dt)
1.1. System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.NullReferenceException: Object reference not set to an instance of an object.
at TaleWorlds.MountAndBlade.ViewModelCollection.Scoreboard.SPScoreboardStatsVM..ctor(TextObject name)
at TaleWorlds.MountAndBlade.ViewModelCollection.Scoreboard.SPScoreboardUnitVM..ctor(BasicCharacterObject character)
at TaleWorlds.MountAndBlade.ViewModelCollection.Scoreboard.SPScoreboardPartyVM.GetUnit(BasicCharacterObject character)
at TaleWorlds.MountAndBlade.ViewModelCollection.Scoreboard.SPScoreboardPartyVM.UpdateScores(BasicCharacterObject character, Int32 numberRemaining, Int32 numberDead, Int32 numberWounded, Int32 numberRouted, Int32 numberKilled, Int32 numberReadyToUpgrade)
at TaleWorlds.MountAndBlade.ViewModelCollection.Scoreboard.SPScoreboardSideVM.UpdateScores(IBattleCombatant battleCombatant, BasicCharacterObject character, Int32 numberRemaining, Int32 numberDead, Int32 numberWounded, Int32 numberRouted, Int32 numberKilled, Int32 numberReadyToUpgrade)
at SandBox.ViewModelCollection.SPScoreboardVM.TroopNumberChanged(BattleSideEnum side, IBattleCombatant battleCombatant, BasicCharacterObject character, Int32 number, Int32 numberDead, Int32 numberWounded, Int32 numberRouted, Int32 numberKilled, Int32 numberReadyToUpgrade)
at TaleWorlds.CampaignSystem.MapEventSide.AllocateTroops(Int32 number, Boolean includePlayer)
at TaleWorlds.CampaignSystem.MapEvent.SimulateBattleSetup()
at SandBox.ViewModelCollection.SPScoreboardVM.Initialize(IMissionScreen missionScreen, Mission mission, Action releaseSimulationSources, Action`1 onToggle)
at SandBox.GauntletUI.BattleSimulationGauntletView.CreateLayout()
at SandBox.View.Map.MapScreen.AddMapView[T](Object[] parameters)
at SandBox.View.Map.MapScreen.TaleWorlds.CampaignSystem.IMapStateHandler.OnBattleSimulationStarted(BattleSimulation battleSimulation)
at TaleWorlds.CampaignSystem.SandBox.GameMenusCallbacks.game_menu_encounter_win_on_consequence(MenuCallbackArgs args)
at TaleWorlds.CampaignSystem.GameMenus.GameMenu.RunOnInit(Game game, MenuContext menuContext)
at TaleWorlds.CampaignSystem.MenuContext.HandleStates()
at TaleWorlds.CampaignSystem.GameMenus.GameMenu.SwitchToMenu(String menuId)
at TaleWorlds.CampaignSystem.GameMenus.GameMenuOption.RunConsequence(MenuContext menuContext)
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Reflection.RuntimeMethodInfo.Invoke(Object obj, BindingFlags invokeAttr, Binder binder, Object[] parameters, CultureInfo culture)
at TaleWorlds.Library.Common.InvokeWithLog(MethodInfo methodInfo, Object obj, Object[] args)
at TaleWorlds.GauntletUI.Data.GauntletView.OnCommand(String command, Object[] args)
at System.Action`3.Invoke(T1 arg1, T2 arg2, T3 arg3)
at TaleWorlds.GauntletUI.Widget.EventFired(String eventName, Object[] args)
at TaleWorlds.GauntletUI.ButtonWidget.HandleClick()
at TaleWorlds.GauntletUI.ButtonWidget.OnMouseReleased()
at TaleWorlds.GauntletUI.EventManager.MouseUp()
at TaleWorlds.GauntletUI.UIContext.UpdateInput(InputType handleInputs)
at TaleWorlds.Engine.Screens.ScreenManager.Update()
at TaleWorlds.Engine.Screens.ScreenManager.Tick(Single dt)
at DMD<DMD<ScreenManager_Tick_Patch1>?64579784::ScreenManager_Tick_Patch1>(Single dt)
 
I seem to be experiencing the same issue, running game version e1.3.1. The battle is between two armies 1435 vs 943.

I have tried reducing the number of units in battle to 200, which allows me to load the battle. However, once the reinforcements start entering the battle and get to around 1000 total units (even if only 200ish are alive) the game crashes with the same error message that the OP posted a screenshot of.

I have even tried to "send troops" for the auto-resolve and that causes the game to crash almost immediately after clicking the send troops button. The error message is slightly different when auto resolving but the scoreboard call is still in the error message stack.

I have tried disabling all mods, except community patch. I have also verified the integrity of the game files using steam. Both to no avail.

Error message when manually fighting the battle:


Error message when auto-resolving the battle:

just to verify, my diagnostic report is exactly the same.
 
I just ran into this again on a fresh save, but I had the community patch option turned off that lets the game somewhat ignore errors like this. So, instead of crashing, it loaded me into the battle. It was a battle between probably 700ish troops, a vlandian lord with 100+, and many Sturgian lords whose army had just desolved and my force.

Upon loading into the battle, I had no control of my troops, as if the army still existed, and a whole string of exception reports after contact with the enemy was made. The game eventually crashed.

The auto crash dump upload went through this time, it didn't on most of my other crashes today, but I completely blanked on grabbing the code it gives if you want to follow up. Does anyone know a way to look that up, or if its the same as the code on the diag report?
 
hey guys, just wanted to chime is as well that i've been getting the same crash but on during sieges. Playing with mods, and everything is up to date to 1.3.1 as far as i know. But following the fixes that your guys have tried. I was able to finally get into the battle field and also finish the whole fight. It was at Usanc Castle, 516 vs 161. not a very big battle, but with my battle sizer maxed at 100. it was always getting that crash, i tried it at 500 and same thing. so lastly i put the graphics to low and the battle sizer to 200 and it worked out fine. I'm not saying it's always going to work as i'll have to try it out on a bigger siege battle (Tho i've had 1000+ unit land battles that worked out fine prior to this siege battle). but it worked for now. hopefully an update somewhere will fix it.

modlib
buy patrols
diplomacy fixes
fighting together
better lords
accompany
bannerlord tweaks
kaoses party size
dynaculture
killbandits
sound the alarm
clanarmy
community patch
loot overhaul
yet another party organizer
 
I am experiencing the same crash, but only with certain armies. What is causing this issue? The army in question has only 100 troops and I have fought battles with over 1200 men without a problem, yet when I do a 300 vs 100 battle it crashes. Can also not be auto resolved.

For me it's Western Empire Armies that cause this crash, I can still battle any other faction normally.
 
hey guys, just wanted to chime is as well that i've been getting the same crash but on during sieges. Playing with mods, and everything is up to date to 1.3.1 as far as i know. But following the fixes that your guys have tried. I was able to finally get into the battle field and also finish the whole fight. It was at Usanc Castle, 516 vs 161. not a very big battle, but with my battle sizer maxed at 100. it was always getting that crash, i tried it at 500 and same thing. so lastly i put the graphics to low and the battle sizer to 200 and it worked out fine. I'm not saying it's always going to work as i'll have to try it out on a bigger siege battle (Tho i've had 1000+ unit land battles that worked out fine prior to this siege battle). but it worked for now. hopefully an update somewhere will fix it.

Where you able to turn your settings back after the battle or do you have to keep those settings?
 
Where you able to turn your settings back after the battle or do you have to keep those settings?
It's easy to change in the settings menu, and then revert back to after the fight. Tho i do want to say that it wasn't all smooth sailing. it was literally like 30 mins later in another smaller fight that the same crash bug came back up. But it's avoidable. like literally avoiding certain fights that i know will cause the crash because x y z.

the game crash makes no sense tho. I literally just tailed a party that would have crashed because x y z, but i waited a couple of days and for a new battlefield area and the fight processed totally fine.
 
It's easy to change in the settings menu, and then revert back to after the fight. Tho i do want to say that it wasn't all smooth sailing. it was literally like 30 mins later in another smaller fight that the same crash bug came back up. But it's avoidable. like literally avoiding certain fights that i know will cause the crash because x y z.

the game crash makes no sense tho. I literally just tailed a party that would have crashed because x y z, but i waited a couple of days and for a new battlefield area and the fight processed totally fine.

I just tried what you suggested, I could start the fight but upon reinforcements comming in the game crashed, so I couldn't finish it. It's a pitty, as I have finally come to the part I like, having large scale battles with good troops.

What's your graphics card? I have a GTX 1070 and have the feeling it's related to the grapchics card specifically.
 
I just tried what you suggested, I could start the fight but upon reinforcements comming in the game crashed, so I couldn't finish it. It's a pitty, as I have finally come to the part I like, having large scale battles with good troops.

What's your graphics card? I have a GTX 1070 and have the feeling it's related to the grapchics card specifically.
Like i said, it's not a for sure work around, it just happened to work that time for me. i got a GTX 1080 and my arms are up to what's causing the crashes haha
 
I'll toss my experience in as well, finally got too frustrated with this bug. Uninstalled all mods via vortex, uninstalled game through steam, manually deleted all the folders and files that steam left behind, and reinstalled with beta 1.4.

Havent had a single crash of any kind yet, and im not going to add mods until this weekend. Maybe. I'll likely be adding mostly the same mods I had before, one at a time, and if the bug comes back up maybe I'll have some useful info, but at least I'm back to conquering again.
 
I'll toss my experience in as well, finally got too frustrated with this bug. Uninstalled all mods via vortex, uninstalled game through steam, manually deleted all the folders and files that steam left behind, and reinstalled with beta 1.4.

Havent had a single crash of any kind yet, and im not going to add mods until this weekend. Maybe. I'll likely be adding mostly the same mods I had before, one at a time, and if the bug comes back up maybe I'll have some useful info, but at least I'm back to conquering again.
I've been really thinking about doing the same man, but dam that's a lot of hours gone haha. but i won't be too convinced it's gone gone until TW has it a patch note that they fixed the "Scoreboard" crash, or more people report less of it. Some of the mods i play with are a most for me haha so i'll fight the good mod fight until some more patches come out.
 
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