Need More Info Changing Workshops Limit with a patch affects WorkshopsCampaignBehavior(EnsureBehaviorDataSize) (even without mods after the removal of them)

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版本号
v1.2.1
分支
Beta
使用过模组或未使用过模组
是的,但我移除了模组。

rotntake

Recruit
Summary: Changing the workshop limit affects the process of ensuring the size of both the WorkshopData and WarehouseRosterPerSettlement arrays.
This in itself is a bug related more with the game's base behaviors, as when you remove the modification to the limit, it'll still error.
How to Reproduce: Changing the Workshop limit using Harmony (DefaultWorkshopModel -> GetMaxWorkshopCountForClanTier).
Have you used cheats and if so which: No cheats were used using the console.
Scene Name (if related): None.
Media (Screenshots & Video):

Computer Specs:
OS: Windows 11 Pro
GPU: GTX 1660 Super
GPU Driver Version: 536.23
CPU: Intel(R) Core(TM) i5-10600K CPU @ 4.10GHz 4.10 GHz
RAM: XPG 16GB
Motherboard: Gigabyte B460 HD3
Storage Device (HDD/SSD): TEAM T253X6001T
 
Are you experiencing a crash? Have you seen a crash pop-up or an error message? If so do you have a screenshot of that message?

Please note that we don't support any issues that occurs on modded games. You can find more information about how to remove modifications here.
 
最后编辑:
Are you experiencing a crash? Have you seen a crash pop-up or an error message? If so do you have a screenshot of that message?

Please note that we don't support any issues that occurs on modded games. You can find more information about how to remove modifications here.
Yes, I am experiencing a crash, here's the exception that was in the crash pop-up:

Exception information
Type: System.IndexOutOfRangeException
Message: Index was outside the bounds of the array.
Source: TaleWorlds.CampaignSystem
CallStack:
  1. at void TaleWorlds.CampaignSystem.CampaignBehaviors.WorkshopsCampaignBehavior.EnsureBehaviorDataSize()
  2. at void TaleWorlds.CampaignSystem.CampaignBehaviors.WorkshopsCampaignBehavior.OnGameLoaded(CampaignGameStarter campaignGameStarter)
  3. at void TaleWorlds.CampaignSystem.MbEvent.InvokeList(EventHandlerRec list, T t)
  4. at void TaleWorlds.CampaignSystem.CampaignEvents.OnGameLoaded(CampaignGameStarter campaignGameStarter)
  5. at void TaleWorlds.CampaignSystem.CampaignEventDispatcher.OnGameLoaded(CampaignGameStarter campaignGameStarter)
  6. at void TaleWorlds.CampaignSystem.Campaign.OnGameLoaded(CampaignGameStarter starter)
  7. at void TaleWorlds.CampaignSystem.Campaign.DoLoadingForGameType(GameTypeLoadingStates gameTypeLoadingState, out GameTypeLoadingStates nextState)
  8. at void StoryMode.CampaignStoryMode.DoLoadingForGameType(GameTypeLoadingStates gameTypeLoadingState, out GameTypeLoadingStates nextState)
  9. at bool TaleWorlds.Core.GameType.DoLoadingForGameType()
  10. at void SandBox.SandBoxGameManager.DoLoadingForGameManager(GameManagerLoadingSteps gameManagerLoadingStep, out GameManagerLoadingSteps nextStep)
  11. at bool TaleWorlds.Core.GameManagerBase.DoLoadingForGameManager()
  12. at void TaleWorlds.MountAndBlade.GameLoadingState.OnTick(float dt)
  13. at void TaleWorlds.Core.GameStateManager.OnTick(float dt)
  14. at void TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch2(Module this, float dt)
 
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