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

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have both of you universalclose or CP installed? are there any mods in common with the ones cited here?



edit: i highly doubt that the frameworks mods (bannerlib, modlib, mboptionscreens, livejasmine ads, missingmodulefix et ****ing cetera) are the cause. it's probably best to deactivate all mods, purge it all in vortex, verify the game integrity, which is about the same as my psychological's and delete (after backing up, of course) the mb2buggerloyd folder in the documents library before

I had Universal Close and CP installed originally, and then I tried multiple times with various combinations of those patches on and off. Nothing helped.

I've verified game files and even switched to beta 1.3, but that save game is still crashing at the exact same point.
 
The Building- completing thing seems to be a possibility, since i noticed too something about buildings

Ok, so it turns out I had an autosave from 5 game-days prior to when the crash was occurring. This time I parked myself in the settlement (Lageta) to check whether any building was completing on the crash day (day 266) in question. Unfortunately, the building wasn't even close to being completed (fortification lvl 3, 55 days remaining), so that theory is probably not correct.

On the plus side, the game continued without crashing past day 266. So it must be some other player behavior that is causing the crash.
EDIT: game crashed literally minutes later. Same error.
 
I had Universal Close and CP installed originally, and then I tried multiple times with various combinations of those patches on and off. Nothing helped.

I've verified game files and even switched to beta 1.3, but that save game is still crashing at the exact same point.
i think you should make a new save without those patches and universal close to make it as the final test

edit: so the antidepressants kicked in and i stopped being so lazy. this means that i checked the mods' dlls and the game's and it looks like a core game problem. maybe related to the .net thing or idk, weird stuff, skyrim like stuff
meaning that it's definitely a buggerlord problem and not a mod problem
 
最后编辑:
i think you should make a new save without those patches and universal close to make it as the final test

edit: so the antidepressants kicked in and i stopped being so lazy. this means that i checked the mods' dlls and the game's and it looks like a core game problem. maybe related to the .net thing or idk, weird stuff, skyrim like stuff
meaning that it's definitely a buggerlord problem and not a mod problem

Nice to know. I hope they gonna fix it in next big update to beta or something because it's sucks to play such long games only to be doomed.
 
Nice to know. I hope they gonna fix it in next big update to beta or something because it's sucks to play such long games only to be doomed.
imagine not being able to see your kids grow up because the world simply ends after one year
i'm reinstalling beggarlord to see if it changes anything. maybe i messed something up.
btw, are the governors of your city overpowered gods too? because my wife in bannerlord can kill a person just by walking into them
 
Ungh, same here, coupled with save game corruption ("save failed!" issue). Twice now, once in 1.2.0 and now same in 1.3.0 beta...

This has been the most frustrating Early Access experience I ever had :sad:
 
I have the same exact error, commenting here so hopefully the devs will solve this problem quickly
 
Ungh, same here, coupled with save game corruption ("save failed!" issue). Twice now, once in 1.2.0 and now same in 1.3.0 beta...

This has been the most frustrating Early Access experience I ever had :sad:

I'm having the save corruption issue as well. I just noticed that corrupted save games are significantly larger than the normal counterparts (76 MB vs 40 MB). If you go into your game save folder, you can identify which save is the last one that is not corrupted. Unfortunately, you'll most likely lose a few hours of gameplay just like I did :'(
 
I'm having the save corruption issue as well. I just noticed that corrupted save games are significantly larger than the normal counterparts (76 MB vs 40 MB). If you go into your game save folder, you can identify which save is the last one that is not corrupted. Unfortunately, you'll most likely lose a few hours of gameplay just like I did :'(

Yeah, same here https://forums.taleworlds.com/index...-cannot-create-save-data.418430/#post-9419258

And it's not a few hours lost - once this starts happening, I'm pretty positive that all your recent saves are eventually doomed to bloat/crash/save failed... mine sure were.
 
Yeah, same here https://forums.taleworlds.com/index...-cannot-create-save-data.418430/#post-9419258

And it's not a few hours lost - once this starts happening, I'm pretty positive that all your recent saves are eventually doomed to bloat/crash/save failed... mine sure were.
i'm not getting any save corruption, just a crash after holding a fief. in fact i managed to save just 30s before the crash event. still can't pinpoint what exactly is causing it. the exception only says what went wrong but not where nor when. it would be nice to have a console to monitor in realtime the events

Recorded Unhandled Exceptions:
1. System.NullReferenceException: Object reference not set to an instance of an object.
at TaleWorlds.CampaignSystem.Town.DailyTick()
at TaleWorlds.CampaignSystem.Campaign.DailyTickSettlement(Settlement settlement)
at TaleWorlds.CampaignSystem.MbEvent`1.InvokeList(EventHandlerRec`1 list, T t)
at TaleWorlds.CampaignSystem.CampaignEvents.DailyTickSettlement(Settlement settlement)
at TaleWorlds.CampaignSystem.CampaignEventDispatcher.DailyTickSettlement(Settlement settlement)
at TaleWorlds.CampaignSystem.PeriodicTicker`1.PeriodicTickSome(Single timeUnitsElaped)
at TaleWorlds.CampaignSystem.Campaign.Tick(Single dt)
at TaleWorlds.CampaignSystem.Campaign.RealTick(Single realDt)
at TaleWorlds.CampaignSystem.MapState.OnMapModeTick(Single dt)
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_Patch2>?60056595::OnApplicationTick_Patch2>(Module this, Single dt)
at TaleWorlds.DotNet.Managed.ApplicationTick(Single dt)
at DMD<DMD<Managed_ApplicationTick_Patch1>?19472837::Managed_ApplicationTick_Patch1>(Single dt)

Modules Information:
1. !DCC v1.0.0.227732
*DCC Main* (Required) (!DCC)
2. Aragas.CastleTownWithHorse v1.0.4.227732
Enter Castle/Town With Horse (Aragas.CastleTownWithHorse)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. StoryMode
5. CustomBattle
3. Aragas.Civilized v1.0.1.227732
Civilized (Aragas.Civilized)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. StoryMode
5. CustomBattle
4. Aragas.SaveMissingModuleFix v1.0.1.227732
Save Missing Module Fix (Aragas.SaveMissingModuleFix)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. StoryMode
5. CustomBattle
5. BannerLib v0.0.9.227732
BannerLib (BannerLib)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
6. Bannerlord.MBOptionScreen v2.0.11.227732
Mod Configuration Menu (Bannerlord.MBOptionScreen)
7. BannerlordEssentials v1.2.3.227732
BannerlordEssentials (BannerlordEssentials)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. StoryMode
8. BestWorkshopType v1.0.5.227732
BestWorkshopType (BestWorkshopType)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. StoryMode
9. BetterTime v1.0.3.227732
Better Time (BetterTime)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
10. CharacterTrainer v1.0.10.227732
Character Trainer (CharacterTrainer)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
11. CITEditor v1.2.1.227732
Character, Inventory, and Troop Editor (CITEditor)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
12. CommunityPatch v0.0.2.227732
Community Patch (CommunityPatch)
13. CompanionHoarder v1.0.2.227732
Companion Hoarder (CompanionHoarder)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
14. CraftedItemSaver v1.2.0.227732
Crafted Item Saver (CraftedItemSaver)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
15. CustomBattle e1.2.1.227732 *Selected*
CustomBattle (CustomBattle) *Official*
Dependencies:
1. Native
2. SandBoxCore
16. CustomizableCrosshair v1.0.0.227732
Customizable Crosshair (CustomizableCrosshair)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
17. DeveloperConsole v1.3.2.227732
Developer Console (DeveloperConsole)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
18. DiplomacyFixes v1.0.10.227732
Diplomacy Fixes (DiplomacyFixes)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
19. DummyArmor v1.0.0.227732
DummyArmor (DummyArmor)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
20. EquipBestItem v1.4.1.227732
EquipBestItem (EquipBestItem)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
21. ExperienceMultiplier v0.8.6.227732
Experience Multiplier (ExperienceMultiplier)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
22. FightingTogetherRelationship v1.3.8.227732
Fighting Together Relationship (FightingTogetherRelationship)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
23. FixPersuasion v2.0.0.227732
Persuasion less brutal (FixPersuasion)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
24. GayMarriage b1.0.1.227732
Gay Marriage Mod (GayMarriage)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
25. ImprovedSmithing v0.8.0.227732
Improved Smithing (ImprovedSmithing)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
26. KaosProjectiles v0.0.7.227732
Kaos Projectiles (KaosProjectiles)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. StoryMode
27. lords_better_spouse_traits v1.0.0.227732
Better Spouse Traits (lords_better_spouse_traits)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. StoryMode
28. MB2Shotgun v1.1.2.227732
MB2Shotgun (MB2Shotgun)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
29. MBFastDialogue v2.3.1.227732
MBFastDialogue (MBFastDialogue)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
30. MixedGenderTroops v0.10.0.227732
Mixed Gender Troops (MixedGenderTroops)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
31. ModLib v1.0.2.227732
ModLib (ModLib)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
32. Native e1.2.1.227732 *Selected*
Native (Native) *Official*
33. NobleNobles v1.5.0.227732
Noble Nobles (NobleNobles)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
34. NPCRevamp v8.0.0.227732
NPC Revamp (NPCRevamp)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
35. PartyManager v1.13.3.227732
PartyManager (PartyManager)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
36. RepeatingCrossbow v1.0.2.227732
Repeating Crossbow (RepeatingCrossbow)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. StoryMode
37. Sandbox e1.2.1.227732 *Selected*
Sandbox (SandBox) *Official*
Dependencies:
1. Native
2. SandBoxCore
38. SandBoxCore e1.2.1.227732 *Selected*
SandBox Core (SandBoxCore) *Official*
Dependencies:
1. Native
39. SettlementIcons v1.2.0.227732
Settlement Icons (SettlementIcons)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
40. ShowSettlement v1.0.1.227732
Show Settlement (ShowSettlement)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
41. StoryMode e1.2.1.227732 *Selected*
StoryMode (StoryMode) *Official*
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
42. TraitsMod v1.0.0.227732
Traits Mod (TraitsMod)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
43. TyniBannerlordFixes v1.6.0.227732
TyniBannerlordFixes (TyniBannerlordFixes)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
44. WeaponPartWorkshop v1.2.3.227732
Weapon Part Workshop (WeaponPartWorkshop)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
45. Wolf v1.0.0.227732
Wolf (wolf)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. StoryMode
46. XorberaxCutThroughEveryone v0.3.1.227732
Xorberax's Cut Through Everyone (XorberaxCutThroughEveryone)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
47. zCulturedStart v1.1.6.227732
zCulturedStart (zCulturedStart)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
48. zGrowUpAndWork v1.1.3.227732
GrowUpAndWork (zGrowUpAndWork)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
49. zzBannerlordTweaks v1.1.7.227732
Bannerlord Tweaks (zzBannerlordTweaks)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
6. ModLib
50. zzCharacterCreation v1.1.2.227732
Detailed Character Creation (zzCharacterCreation)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
51. zzzAnotherChanceAtMarriage v1.1.1.227732
Another Chance at Marriage (zzzAnotherChanceAtMarriage)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
52. zzZCompanion v1.0.0.227732
Z Companion (zzZCompanion)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
53. zzzUniversalClose v1.3.0.227732
Universal Close (zzzUniversalClose)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
some parts were removed for the sake of simplicity
 
i'm not getting any save corruption, just a crash after holding a fief. in fact i managed to save just 30s before the crash event. still can't pinpoint what exactly is causing it. the exception only says what went wrong but not where nor when. it would be nice to have a console to monitor in realtime the events

Recorded Unhandled Exceptions:
1. System.NullReferenceException: Object reference not set to an instance of an object.
at TaleWorlds.CampaignSystem.Town.DailyTick()
at TaleWorlds.CampaignSystem.Campaign.DailyTickSettlement(Settlement settlement)
at TaleWorlds.CampaignSystem.MbEvent`1.InvokeList(EventHandlerRec`1 list, T t)
at TaleWorlds.CampaignSystem.CampaignEvents.DailyTickSettlement(Settlement settlement)
at TaleWorlds.CampaignSystem.CampaignEventDispatcher.DailyTickSettlement(Settlement settlement)
at TaleWorlds.CampaignSystem.PeriodicTicker`1.PeriodicTickSome(Single timeUnitsElaped)
at TaleWorlds.CampaignSystem.Campaign.Tick(Single dt)
at TaleWorlds.CampaignSystem.Campaign.RealTick(Single realDt)
at TaleWorlds.CampaignSystem.MapState.OnMapModeTick(Single dt)
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_Patch2>?60056595::OnApplicationTick_Patch2>(Module this, Single dt)
at TaleWorlds.DotNet.Managed.ApplicationTick(Single dt)
at DMD<DMD<Managed_ApplicationTick_Patch1>?19472837::Managed_ApplicationTick_Patch1>(Single dt)

Modules Information:
1. !DCC v1.0.0.227732
*DCC Main* (Required) (!DCC)
2. Aragas.CastleTownWithHorse v1.0.4.227732
Enter Castle/Town With Horse (Aragas.CastleTownWithHorse)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. StoryMode
5. CustomBattle
3. Aragas.Civilized v1.0.1.227732
Civilized (Aragas.Civilized)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. StoryMode
5. CustomBattle
4. Aragas.SaveMissingModuleFix v1.0.1.227732
Save Missing Module Fix (Aragas.SaveMissingModuleFix)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. StoryMode
5. CustomBattle
5. BannerLib v0.0.9.227732
BannerLib (BannerLib)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
6. Bannerlord.MBOptionScreen v2.0.11.227732
Mod Configuration Menu (Bannerlord.MBOptionScreen)
7. BannerlordEssentials v1.2.3.227732
BannerlordEssentials (BannerlordEssentials)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. StoryMode
8. BestWorkshopType v1.0.5.227732
BestWorkshopType (BestWorkshopType)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. StoryMode
9. BetterTime v1.0.3.227732
Better Time (BetterTime)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
10. CharacterTrainer v1.0.10.227732
Character Trainer (CharacterTrainer)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
11. CITEditor v1.2.1.227732
Character, Inventory, and Troop Editor (CITEditor)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
12. CommunityPatch v0.0.2.227732
Community Patch (CommunityPatch)
13. CompanionHoarder v1.0.2.227732
Companion Hoarder (CompanionHoarder)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
14. CraftedItemSaver v1.2.0.227732
Crafted Item Saver (CraftedItemSaver)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
15. CustomBattle e1.2.1.227732 *Selected*
CustomBattle (CustomBattle) *Official*
Dependencies:
1. Native
2. SandBoxCore
16. CustomizableCrosshair v1.0.0.227732
Customizable Crosshair (CustomizableCrosshair)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
17. DeveloperConsole v1.3.2.227732
Developer Console (DeveloperConsole)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
18. DiplomacyFixes v1.0.10.227732
Diplomacy Fixes (DiplomacyFixes)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
19. DummyArmor v1.0.0.227732
DummyArmor (DummyArmor)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
20. EquipBestItem v1.4.1.227732
EquipBestItem (EquipBestItem)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
21. ExperienceMultiplier v0.8.6.227732
Experience Multiplier (ExperienceMultiplier)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
22. FightingTogetherRelationship v1.3.8.227732
Fighting Together Relationship (FightingTogetherRelationship)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
23. FixPersuasion v2.0.0.227732
Persuasion less brutal (FixPersuasion)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
24. GayMarriage b1.0.1.227732
Gay Marriage Mod (GayMarriage)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
25. ImprovedSmithing v0.8.0.227732
Improved Smithing (ImprovedSmithing)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
26. KaosProjectiles v0.0.7.227732
Kaos Projectiles (KaosProjectiles)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. StoryMode
27. lords_better_spouse_traits v1.0.0.227732
Better Spouse Traits (lords_better_spouse_traits)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. StoryMode
28. MB2Shotgun v1.1.2.227732
MB2Shotgun (MB2Shotgun)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
29. MBFastDialogue v2.3.1.227732
MBFastDialogue (MBFastDialogue)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
30. MixedGenderTroops v0.10.0.227732
Mixed Gender Troops (MixedGenderTroops)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
31. ModLib v1.0.2.227732
ModLib (ModLib)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
32. Native e1.2.1.227732 *Selected*
Native (Native) *Official*
33. NobleNobles v1.5.0.227732
Noble Nobles (NobleNobles)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
34. NPCRevamp v8.0.0.227732
NPC Revamp (NPCRevamp)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
35. PartyManager v1.13.3.227732
PartyManager (PartyManager)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
36. RepeatingCrossbow v1.0.2.227732
Repeating Crossbow (RepeatingCrossbow)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. StoryMode
37. Sandbox e1.2.1.227732 *Selected*
Sandbox (SandBox) *Official*
Dependencies:
1. Native
2. SandBoxCore
38. SandBoxCore e1.2.1.227732 *Selected*
SandBox Core (SandBoxCore) *Official*
Dependencies:
1. Native
39. SettlementIcons v1.2.0.227732
Settlement Icons (SettlementIcons)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
40. ShowSettlement v1.0.1.227732
Show Settlement (ShowSettlement)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
41. StoryMode e1.2.1.227732 *Selected*
StoryMode (StoryMode) *Official*
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
42. TraitsMod v1.0.0.227732
Traits Mod (TraitsMod)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
43. TyniBannerlordFixes v1.6.0.227732
TyniBannerlordFixes (TyniBannerlordFixes)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
44. WeaponPartWorkshop v1.2.3.227732
Weapon Part Workshop (WeaponPartWorkshop)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
45. Wolf v1.0.0.227732
Wolf (wolf)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. StoryMode
46. XorberaxCutThroughEveryone v0.3.1.227732
Xorberax's Cut Through Everyone (XorberaxCutThroughEveryone)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
47. zCulturedStart v1.1.6.227732
zCulturedStart (zCulturedStart)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
48. zGrowUpAndWork v1.1.3.227732
GrowUpAndWork (zGrowUpAndWork)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
49. zzBannerlordTweaks v1.1.7.227732
Bannerlord Tweaks (zzBannerlordTweaks)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
6. ModLib
50. zzCharacterCreation v1.1.2.227732
Detailed Character Creation (zzCharacterCreation)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
51. zzzAnotherChanceAtMarriage v1.1.1.227732
Another Chance at Marriage (zzzAnotherChanceAtMarriage)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
52. zzZCompanion v1.0.0.227732
Z Companion (zzZCompanion)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
53. zzzUniversalClose v1.3.0.227732
Universal Close (zzzUniversalClose)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
some parts were removed for the sake of simplicity

Can you post you're save? somehow support here more willing to respond if you have a great save that they can send to QA/DEV team to research. Maybe it can help us.
 
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.

We provide all the information we could multiple times. Someone even dig deeper than that and tried to debug it to the core only to come to conclusion that native modules start to behave badly with mods not because of bad written mods that write data to saves, but native modules can't handle correctly themselves if certain situation in game occurs. I guess, problems like this is in a "low" priority of crashes to TW - which is sad, because mod community is large and most active and passion players. (like myself)

So some reply from SUPPORT or DEV would be appreciated. (much needed)
 
We provide all the information we could multiple times. Someone even dig deeper than that and tried to debug it to the core only to come to conclusion that native modules start to behave badly with mods not because of bad written mods that write data to saves, but native modules can't handle correctly themselves if certain situation in game occurs. I guess, problems like this is in a "low" priority of crashes to TW - which is sad, because mod community is large and most active and passion players. (like myself)

So some reply from SUPPORT or DEV would be appreciated. (much needed)
It will be much appreciated if could at least follow the instructions as recommended. Or at least in the format as per recommendation.
 
It will be much appreciated if could at least follow the instructions as recommended. Or at least in the format as per recommendation.
What do you mean? We provide everything and far and beyond that. Saves, mods used, how to replicate, how we tried to debug it, enabling/disabling mods, etc.

Or you want to point out to PC specs? They are irrelevant, pal. Doesn't matter on which hardware you playing on. Support and devs know that.
I, myself, a little programmer in a game company too, and information that we provide are more than enough to sip some knowledge about our problem to us. Support need like 1 to 2 min to collect all the valuable data from that topic and forward it to QA or DEVS.
 
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!
 
(...)
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 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?
 
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!
Correct, nice essay.

Basically all along you are focusing only the software side of spectrum. Additionally, no one even mentioned about their state of their OS and drivers, i.e. versions, antivirus programs, background services etc.

Secondly, don’t you aware that hardware also plays a part? You've totally missed out that crash can also caused by hardware side, i.e. memory condition, storage condition, CPU number of cores/threads.

If you find that it is all irrelevant, and you already know it all and given it all. Anyway, its your call.

EDIT:
Forgot to mention. With almost 200 hours of gameplay, almost 400 in-game days (this is my latest 5th re-runs), and with either mods or no mods. So far, only 3 things had caused my game to crash:
  1. Running out of memory
  2. Returning certain delivery quest upon quest completion
  3. Running a test on certain custom map in custom battle
 
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