Campaign map crashing - WeatherEvent

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Hey all, I'd appreciate if anybody could shed some light here.

I'm getting this exception after crashing my modded campaign map:
Exception information
Type: System.IndexOutOfRangeException
Message: Index was outside the bounds of the array.
Source: TaleWorlds.CampaignSystem
CallStack:
  1. at WeatherEvent TaleWorlds.CampaignSystem.GameComponents.DefaultMapWeatherModel.GetWeatherEventInPosition(Vec2 pos)
  2. at WeatherEventEffectOnTerrain TaleWorlds.CampaignSystem.GameComponents.DefaultMapWeatherModel.GetWeatherEffectOnTerrainForPosition(Vec2 pos)
  3. at bool TaleWorlds.CampaignSystem.Party.MobileParty.IsBaseSpeedCacheInvalid()
  4. at float TaleWorlds.CampaignSystem.Party.MobileParty.CalculateSpeedForPartyUnified()
  5. at float TaleWorlds.CampaignSystem.Party.MobileParty.CalculateSpeed()
  6. at void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnTraverseTerrain(MobileParty mobileParty, TerrainType currentTerrainType)
  7. at void TaleWorlds.CampaignSystem.CampaignBehaviors.MobilePartyTrainingBehavior.CheckScouting(MobileParty mobileParty)
  8. at void TaleWorlds.CampaignSystem.CampaignBehaviors.MobilePartyTrainingBehavior.WorkSkills(MobileParty mobileParty)
  9. at void TaleWorlds.CampaignSystem.CampaignBehaviors.MobilePartyTrainingBehavior.HourlyTickParty(MobileParty mobileParty)
  10. at void TaleWorlds.CampaignSystem.MbEvent.InvokeList(EventHandlerRec list, T t)
  11. at void TaleWorlds.CampaignSystem.CampaignEvents.HourlyTickParty(MobileParty mobileParty)
  12. at void TaleWorlds.CampaignSystem.CampaignEventDispatcher.HourlyTickParty(MobileParty mobileParty)
  13. at void TaleWorlds.CampaignSystem.CampaignPeriodicEventManager+PeriodicTicker.PeriodicTickSome(double timeUnitsElapsed)
  14. at void TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicHourlyTick()
  15. at void TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.TickPeriodicEvents()
  16. at void TaleWorlds.CampaignSystem.Campaign.Tick()
  17. at void TaleWorlds.CampaignSystem.GameState.MapState.OnMapModeTick(float dt)
  18. at void TaleWorlds.CampaignSystem.GameState.MapState.OnTick(float dt)
  19. at void TaleWorlds.Core.GameStateManager.OnTick(float dt)
  20. at void TaleWorlds.Core.Game.OnTick(float dt)
  21. at void TaleWorlds.Core.GameManagerBase.OnTick(float dt)
  22. at void TaleWorlds.MountAndBlade.Module.OnApplicationTick(float dt)
  23. at void TaleWorlds.DotNet.Managed.ApplicationTick(float dt)
  24. at void ManagedCallbacks.LibraryCallbacksGenerated.Managed_ApplicationTick_Patch1(float dt)
It was running fine on previous betas , up to 1.24 - I can reproduce it after waiting for a while; it could happen in less than a minute or several minutes after waiting. Crash report mentions something about dynamic weather out of bounds. I didn't have the crash in version 1.24, so I'm assuming is related to the new weather features in the editor(1.26)?
I posted it in Discord and someone suggested it might be a vanilla bug, but it doesn't seem to be the case. Since I'm no coder, I'm kinda clueless at the moment because I didn't change anything related to weather(perhaps I should?).Please see the detailed crash report for more details.:

 
Hey all, I'd appreciate if anybody could shed some light here.

I'm getting this exception after crashing my modded campaign map:
Exception information
Type: System.IndexOutOfRangeException
Message: Index was outside the bounds of the array.
Source: TaleWorlds.CampaignSystem
CallStack:
  1. at WeatherEvent TaleWorlds.CampaignSystem.GameComponents.DefaultMapWeatherModel.GetWeatherEventInPosition(Vec2 pos)
  2. at WeatherEventEffectOnTerrain TaleWorlds.CampaignSystem.GameComponents.DefaultMapWeatherModel.GetWeatherEffectOnTerrainForPosition(Vec2 pos)
  3. at bool TaleWorlds.CampaignSystem.Party.MobileParty.IsBaseSpeedCacheInvalid()
  4. at float TaleWorlds.CampaignSystem.Party.MobileParty.CalculateSpeedForPartyUnified()
  5. at float TaleWorlds.CampaignSystem.Party.MobileParty.CalculateSpeed()
  6. at void TaleWorlds.CampaignSystem.CharacterDevelopment.DefaultSkillLevelingManager.OnTraverseTerrain(MobileParty mobileParty, TerrainType currentTerrainType)
  7. at void TaleWorlds.CampaignSystem.CampaignBehaviors.MobilePartyTrainingBehavior.CheckScouting(MobileParty mobileParty)
  8. at void TaleWorlds.CampaignSystem.CampaignBehaviors.MobilePartyTrainingBehavior.WorkSkills(MobileParty mobileParty)
  9. at void TaleWorlds.CampaignSystem.CampaignBehaviors.MobilePartyTrainingBehavior.HourlyTickParty(MobileParty mobileParty)
  10. at void TaleWorlds.CampaignSystem.MbEvent.InvokeList(EventHandlerRec list, T t)
  11. at void TaleWorlds.CampaignSystem.CampaignEvents.HourlyTickParty(MobileParty mobileParty)
  12. at void TaleWorlds.CampaignSystem.CampaignEventDispatcher.HourlyTickParty(MobileParty mobileParty)
  13. at void TaleWorlds.CampaignSystem.CampaignPeriodicEventManager+PeriodicTicker.PeriodicTickSome(double timeUnitsElapsed)
  14. at void TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicHourlyTick()
  15. at void TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.TickPeriodicEvents()
  16. at void TaleWorlds.CampaignSystem.Campaign.Tick()
  17. at void TaleWorlds.CampaignSystem.GameState.MapState.OnMapModeTick(float dt)
  18. at void TaleWorlds.CampaignSystem.GameState.MapState.OnTick(float dt)
  19. at void TaleWorlds.Core.GameStateManager.OnTick(float dt)
  20. at void TaleWorlds.Core.Game.OnTick(float dt)
  21. at void TaleWorlds.Core.GameManagerBase.OnTick(float dt)
  22. at void TaleWorlds.MountAndBlade.Module.OnApplicationTick(float dt)
  23. at void TaleWorlds.DotNet.Managed.ApplicationTick(float dt)
  24. at void ManagedCallbacks.LibraryCallbacksGenerated.Managed_ApplicationTick_Patch1(float dt)
It was running fine on previous betas , up to 1.24 - I can reproduce it after waiting for a while; it could happen in less than a minute or several minutes after waiting. Crash report mentions something about dynamic weather out of bounds. I didn't have the crash in version 1.24, so I'm assuming is related to the new weather features in the editor(1.26)?
I posted it in Discord and someone suggested it might be a vanilla bug, but it doesn't seem to be the case. Since I'm no coder, I'm kinda clueless at the moment because I didn't change anything related to weather(perhaps I should?).Please see the detailed crash report for more details.:

Hey,

I recently read in patch notes that they only just added the functionality for dynamic weather map. By default, its set to the main_map_snow_flow texture - you may not have that set.
 
Hey,

I recently read in patch notes that they only just added the functionality for dynamic weather map. By default, its set to the main_map_snow_flow texture - you may not have that set.
Thanks for the answer!
Yeah, I noticed that there's an option to enable the dynamic weather - which I did - but still had the same issue. I had to delete quite a few settlements to "fix" the problem. I don't know the exact cause, but it might have been a town I've placed with no village assigned to it, but I'm not convinced.
 
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