Resolved Game crashes when RebellionsCampaing Behavior kicks off.

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版本号
1.5.6
分支
Beta
使用过模组或未使用过模组
是,我添加了模组。
转储标识符(可选)
2021-01-06_02.00.54_bcc16c02e19eb7bcb88bbab03f6bdab5

SirTexasSir

Recruit
Here is a list of the call stack every time it does this. It does it pretty much on clock work every month or so when the system fires off to see if any settlements are going to rebel.


at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.RebellionsCampaignBehavior.GetClanIdForNewRebelClan(CultureObject culture)
at TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.RebellionsCampaignBehavior.CreateRebelPartyAndClan(Settlement settlement)
at TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.RebellionsCampaignBehavior.StartRebellionEvent(Settlement settlement)
at TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.RebellionsCampaignBehavior.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.PeriodicDailyTick(Single deltaDays)
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 TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch2(Module this, Single dt)
 
Got the exact same thing a few times now too. Seems like the game freaks out when running that check.

To aid in the OP's post. I also dumped my files: 2021-01-06_04.05.38_01ae63105231d46b80191a4c4dc429be

at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.RebellionsCampaignBehavior.GetClanIdForNewRebelClan(CultureObject culture)
at TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.RebellionsCampaignBehavior.CreateRebelPartyAndClan(Settlement settlement)
at TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.RebellionsCampaignBehavior.StartRebellionEvent(Settlement settlement)
at TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.RebellionsCampaignBehavior.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.PeriodicDailyTick(Single deltaDays)
at TaleWorlds.CampaignSystem.Campaign.Tick_Patch1(Campaign this, 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 TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch1(Module this, Single dt)

Only mods I'm running are those affecting unit rosters and a couple other smaller ones that i dont think would create issues with the base native rebellion functionality...
 
I thought it was the Settlement mod I had as it has some iessues with the slavery and estates so removed it and started a new game. Every thing been running great getting my renown up to start my clan and bang same crash. I do have Better Troop mods and Sturgian mods so if they are effecting the militian or troops for the rebellians than that might be it.

If that is so than I'll prob just roll back to 1.5.5 and play that until something changes or if we can turn off the rebellions feature as an option? Cause my current game I been trying to play only as a mercanary so I don't need to own any castles or towns.
 
Please note that we can’t support any modding-related issues. You can find more information about how to remove modifications here and more information about what we think about issues related to modding here.
If you can reproduce the issue in a new, un-modded and verified campaign please let us know!
Thanks for reporting and sorry for any inconvenience!
 
How is this unsupported when the stack trace doesn't reference any modded content, and it's clearly showing base campaign errors?
 
We prioritize the general stability of the game we provide. Because of this, we allocate our resources to provide support for the unmodded issues more than the modded ones. IF the mod user can remove the mods successfully and manages to reproduce the same issue again on a NEW Campaign we can be sure that that crash is from our end and not related to the mods. This way is a much faster and efficient way in the long run.

The callstacks alone, can't provide enough data to pinpoint the crash reason 100% on mods. Even if the save files had mods in them for a while but deleted afterwards, that game is still open to any crashes that can result from mods.

Fortunately enough, we were able to find this same exact crash on the dump files that players have sent to us and fixed it. The fix will be pushed to the game with next hotfix, hopefully.
 
I thought it was the Settlement mod I had as it has some iessues with the slavery and estates so removed it and started a new game. Every thing been running great getting my renown up to start my clan and bang same crash. I do have Better Troop mods and Sturgian mods so if they are effecting the militian or troops for the rebellians than that might be it.

If that is so than I'll prob just roll back to 1.5.5 and play that until something changes or if we can turn off the rebellions feature as an option? Cause my current game I been trying to play only as a mercanary so I don't need to own any castles or towns.

Hey, I'm having the same issues whilst running a bunch of mods on 1.5.6. I looked into the code and there is a function to disable rebellions. Turn on cheats and get the developer console mod, then open the console in your save and type "campaign.rebellion_enabled 0".
 
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