Thanks for reply, I'd like to help you make sure that issue is related to Native Bannerlord.
> Can you post a list of the mods you are using?
AutoTrader for 1.5.4, which only effect is preparing list of goods to trade.
> Please read our full statement
regarding modding related issues.
> The reason why we can't support issues that occur on modded games is that we can't debug the modifications.
Callstack for error points to function which is internal for Native Bannerlord. Crash happens when modification is disabled so this can be reproduced and debugged using only save and native version.
> Can you try removing all of your mods following the instructions on
this article and try to recreate this on an unmodded new campaign?
Issue with loading save happens on clean version of Bannerlord, but about new campaign... I would like to avoid playing once again 50h to get same smiting recepis (or even more because they are assigned randomly) and combine it with skills like "1% chance to create master weapon", for couple hours like on save where I was experimenting with exploiting smiting system to get most profitable weapons.
I opened dump file from crash:
FairyTale.Library.dll!00007ff8a33ad132() Unknown
...
TaleWorlds.CampaignSystem.dll!TaleWorlds.CampaignSystem.Hero.CheckInvalidEquipmentsAndReplaceIfNeeded() Unknown
TaleWorlds.CampaignSystem.dll!TaleWorlds.CampaignSystem.Campaign.DoLoadingForGameType(TaleWorlds.Core.GameTypeLoadingStates gameTypeLoadingState, out TaleWorlds.Core.GameTypeLoadingStates nextState) Unknown
StoryMode.dll!StoryMode.CampaignStoryMode.DoLoadingForGameType(TaleWorlds.Core.GameTypeLoadingStates gameTypeLoadingState, out TaleWorlds.Core.GameTypeLoadingStates nextState) Unknown
...
with exception "Unhandled exception at 0x00007FF928403E49 (KERNELBASE.dll) in dump.dmp: 0xDEADFACE."
Which means that in my character inventory exists item which is invalid. If function name 'Hero.CheckInvalidEquipmentsAndReplaceIfNeeded()' reflects what function do, it is supposed to replace this item, but instead of that, it is using function from FairyTale.Library.dll which seems to use uninitialized memory, what is pointed out by specific value of 0xDEADFACE.
Regardless of whatever mod might broke, seems that function 'Hero.CheckInvalidEquipmentsAndReplaceIfNeeded()' is intended to fix invalid equipment, and not crash instead.
We are facing two issues here:
1) Broken item making crash because of error in 'Hero.CheckInvalidEquipmentsAndReplaceIfNeeded()'.
2) Something created broken item.
1) 'Hero.CheckInvalidEquipmentsAndReplaceIfNeeded()' should not crash, and crash reason can be debugged and fixed
2) broken item could be created by Bannerlord (issue in crafting) or auto trader (bugged code which shouldn't edit items). My AutoTrader config was related only consumable items so if issue 1) is caused by crafted weapon, developers can debug how it was crafted and try fix that also. If broken item is consumable, fault is in AutoTrader, but still 1) should not crash.
For fixing 1) issue developers should be fully responsible, for 2) only if item was crafted.
For me fixing 1) is enough, because I will be able to load my saves (even if code will decide to drop some items, it is better to lost couple of broken items instead of 50h gameplay save). Fixing 1) should be easy because issue is 100% reproducible just by loading game, where 2) seems to be more complex because crafting might be involved.
Edit:
Now I remember that I was also playing with native trade system: trying to sell everything, buy everything and checking how trade EXP is growing and if I can abuse any of mechanics.