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

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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.
 
Unfortunately I have same issue. I think this is more common than anyone thinking... I see everyone fills nexus mods with same error messages because they think the mods they used causing this:
ikMH6.png


Somehow I think this is native issue. I would like to provide a save game but I have some new id's added game so I can't provide. I know that ids not the problem but I also know you will not accept that.
 
Unfortunately I have same issue. I think this is more common than anyone thinking... I see everyone fills nexus mods with same error messages because they think the mods they used causing this:
ikMH6.png
Please throw you're save in here. (in you're post)
 
Please throw you're save in here. (in you're post)
No one can load my save without having the added id's. There are crafting pieces, some special (cheating) items and custom troops. (Which added by myself as a mod, but I didn't provided it to anywhere so it is only for self use)

And community support says no help to modded games even if it is only one simple addition. (I understand, because there is no end to this. But it is really annoying because I don't know any person who plays without mods)
 
Unfortunately I have same issue. I think this is more common than anyone thinking... I see everyone fills nexus mods with same error messages because they think the mods they used causing this:
ikMH6.png


Somehow I think this is native issue. I would like to provide a save game but I have some new id's added game so I can't provide. I know that ids not the problem but I also know you will not accept that.
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.
I have no idea but no harm asking since both includes "tick".. so, this error and said tick mechanic bug could be the thing causing crashes?
 
Source: TaleWorlds.CampaignSystem
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?39785641::OnApplicationTick_Patch1>(Module this, Single dt)

Got the same problem in three of my playthrough (300+/100+/100+ days of game). This always happen a few days latter that i conquer a settlement or a castle. Im posting my newest save game (4º run with no mods, 45 days) in which the error occurs when time passes a few seconds. I manage to get this with Editlord mod. I hope TW can resolve.




 
I kept getting a similar error msg. iv been messing around with my save. I think my companion having unspent skill points was causing the crash somehow. I spent his skill points and didn't crash on the dawn of the 9th of autumn and I have let my game run for almost a month and a half now with no crash.

Edit: Nevermind I went back to the save and didn't allocate the points just to see and now I don't crash on the 9th anymore for some reason.
 
最后编辑:
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...
 
Guys and gals I wanna ask some questions to all getting same error as myself.

* Do you have any custom troops in your fiefs?
* Do you edited your companions with EditLord?
* Do you used BannerlordTweaks?

If we have all things in common, it could be because of mods, if otherwise this means it is a native issue.
 
Yeah, another my save bites the dust at 154 day after getting another Castle ... 1.4 Beta

Source: TaleWorlds.CampaignSystem
Object reference not set to an instance of an object.

at DMD?38554055::CalculateProsperityChangeInternal_Patch2>(DefaultSettlementProsperityModel this, Town fortification, StatExplainer explanation)
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?10119587::OnApplicationTick_Patch1>(Module this, Single dt)
 
最后编辑:
BannerlordTweaks mod developer says it is because BannerlordTweaks but the reason actually depends on native game's spaghetti code. :xf-tongue:

My game crashed after passing 190th day of my latest save, so I returned a save when I'm at 173th day, at this day I was still using older version of BannerlordTweaks 1.1.3... Also I deleted BannerlordTweaks completely before loading this old save. Then I did exact same thing what I did between 173-190 and finally I passed 190th day, even reached 195th day and there were no crash.

Here the important thing is; even if I disable or remove BannerlordTweaks 1.3.4 at 190th day this doesnt change anything, game still crashing. This is why at first I thought crash not related to BannerlordTweaks... However it seems need to go back more to eliminate mods effect... I'm planning to try starting from 188th day to see what happens.
 
Unfortunately I have same issue. I think this is more common than anyone thinking... I see everyone fills nexus mods with same error messages because they think the mods they used causing this:
ikMH6.png


Somehow I think this is native issue. I would like to provide a save game but I have some new id's added game so I can't provide. I know that ids not the problem but I also know you will not accept that.
This crash is caused by a native bug which is detailed here: https://forums.taleworlds.com/index...h-on-assigning-npc-lords-focus-points.422725/ which can be exacerbated by mods which affect the amount of focus points you get.
 
Yeah, another my save bites the dust at 154 day after getting another Castle ... 1.4 Beta

Source: TaleWorlds.CampaignSystem
Object reference not set to an instance of an object.

at DMD?38554055::CalculateProsperityChangeInternal_Patch2>(DefaultSettlementProsperityModel this, Town fortification, StatExplainer explanation)
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?10119587::OnApplicationTick_Patch1>(Module this, Single dt)
This crash is caused by a mod. The line "at DMD?38554055::CalculateProsperityChangeInternal_Patch2>(DefaultSettlementProsperityModel this, Town fortification, StatExplainer explanation)" tells you it is caused by a mod which patches the CalculateProsperityChangeInternal method.
 
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...
 
This crash is caused by a mod. The line "at DMD?38554055::CalculateProsperityChangeInternal_Patch2>(DefaultSettlementProsperityModel this, Town fortification, StatExplainer explanation)" tells you it is caused by a mod which patches the CalculateProsperityChangeInternal method.
This crash was caused by native.

Community Patch mod author managed to implement a patch for it, and my saves are literally saved!

Campaign.Current.AllCastles.Where(c => c.CurrentBuilding == null).ToArray() returns none
Campaign.Current.AllTowns.Where(c => c.CurrentBuilding == null).ToArray() returns Dunglanys
so CurrentBuilding should never be null, and should always fallback to CurrentDefaultBuilding
here CurrentDefaultBuilding is also null...

because <<Dunglanys>>.Buildings.Find((Predicate<Building>) (k => k.IsCurrentlyDefault))(edited)
there are no buildings set to default

So he writed a patch for the CurrentDefaultBuilding getter
where if CurrentDefaultBuilding returns null, it will instead just pick something e.g. Daily Default

He also notified Devs of this problem.
 
最后编辑:
As the asked information was not provided within 2 weeks, this thread is marked as solved. If the issue still continues, please update this thread.
 
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