Resolved (SOLVED - Crash) Loading a save, Null Reference Exception

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EDIT: Today's hotfix (28.04.2020) fixed the problem, now I'm able to load the savefile. Thank you Devs for the quick fix! =)

Game crashes when loading the save file (around 400+ days in game). This was a fresh start after 1.3.0 beta, it shouldn't be a mod issue since the same error happens to people without mods. It maybe related to village production per day or workshops? Hope this gets fixed soon, ty!

Recorded Unhandled Exceptions:
1. System.NullReferenceException: Object reference not set to an instance of an object.
at TaleWorlds.CampaignSystem.VillageType.GetProductionPerDay(ItemCategory itemCategory)
at TaleWorlds.CampaignSystem.SandBox.GameComponents.Map.DefaultVillageProductionCalculatorModel.CalculateProductionSpeedOfItemCategory(ItemCategory item)
at TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.WorkshopsCampaignBehavior.FindTotalInputDensityScore(Settlement bornSettlement, WorkshopType workshop, IDictionary`2 productionDict)
at TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.WorkshopsCampaignBehavior.DecideBestWorkshopType(Settlement currentSettlement, Int32 shopIndex)
at TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.WorkshopsCampaignBehavior.OnGameLoad(CampaignGameStarter starter)
at TaleWorlds.CampaignSystem.MbEvent`1.InvokeList(EventHandlerRec`1 list, T t)
at TaleWorlds.CampaignSystem.CampaignEvents.OnGameLoaded(CampaignGameStarter campaignGameStarter)
at TaleWorlds.CampaignSystem.CampaignEventDispatcher.OnGameLoaded(CampaignGameStarter campaignGameStarter)
at TaleWorlds.CampaignSystem.Campaign.OnGameLoaded(CampaignGameStarter starter)
at TaleWorlds.CampaignSystem.Campaign.DoLoadingForGameType(GameTypeLoadingStates gameTypeLoadingState, GameTypeLoadingStates& nextState)
at StoryMode.CampaignStoryMode.DoLoadingForGameType(GameTypeLoadingStates gameTypeLoadingState, GameTypeLoadingStates& nextState)
at TaleWorlds.Core.GameType.DoLoadingForGameType()
at SandBox.CampaignGameManager.DoLoadingForGameManager(GameManagerLoadingSteps gameManagerLoadingStep, GameManagerLoadingSteps& nextStep)
at TaleWorlds.Core.GameManagerBase.DoLoadingForGameManager()
at TaleWorlds.MountAndBlade.GameLoadingState.OnTick(Single dt)
at TaleWorlds.Core.GameStateManager.OnTick(Single dt)
at TaleWorlds.MountAndBlade.Module.OnApplicationTick(Single dt)
at TaleWorlds.DotNet.Managed.ApplicationTick(Single dt)
at DMD<DMD<Managed_ApplicationTick_Patch1>?47064942::Managed_ApplicationTick_Patch1>(Single dt)

Recorded First Chance Exceptions:
Recording disabled.

Modules Information:
1. Aragas.AltSaveMissingModuleFix v1.3.0.0
Alt Save Missing Module Fix (Aragas.AltSaveMissingModuleFix)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. StoryMode
5. CustomBattle
2. CommunityPatch v0.0.2.227196
Community Patch (CommunityPatch)
3. CustomBattle e1.3.0.227196 *Selected*
CustomBattle (CustomBattle) *Official*
Dependencies:
1. Native
2. SandBoxCore
4. ManageRemoteCompanions v2.0.0.227196
Manage Remote Companions (ManageRemoteCompanions)
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox
4. CustomBattle
5. StoryMode
5. Native e1.3.0.227196 *Selected*
Native (Native) *Official*
6. Sandbox e1.3.0.227196 *Selected*
Sandbox (SandBox) *Official*
Dependencies:
1. Native
2. SandBoxCore
7. SandBoxCore e1.3.0.227196 *Selected*
SandBox Core (SandBoxCore) *Official*
Dependencies:
1. Native
8. StoryMode e1.3.0.227196 *Selected*
StoryMode (StoryMode) *Official*
Dependencies:
1. Native
2. SandBoxCore
3. Sandbox

Community Patch Information:
1. ItemComparisonColorPatch *Active* *Applicable* *Applied*
2. LearningRateExplainerPatch *Active* *Applicable* *Applied*
3. LordConversationsCampaignBehaviorPatch *Active* *Applied*
4. MapFactionLogicLoopPatch
5. MaxFoodVarietyPartyMoralePatch
6. NeutralClanTierUpPatch *Active* *Applicable* *Applied*
7. ProsperousReignPatch *Active* *Applicable* *Applied*
8. LandGrantsForVeteransPatch
9. DisciplinarianPatch
10. AgrarianPatch *Active* *Applied*
11. AgriculturePatch *Active* *Applicable* *Applied*
12. AssessorPatch *Active* *Applicable* *Applied*
13. BannerlordPatch *Active* *Applicable* *Applied*
14. EnhancedMinesPatch *Active* *Applicable* *Applied*
15. FoodRationingPatch
16. LogisticsExpertPatch *Active* *Applicable* *Applied*
17. ManAtArmsPatch *Active* *Applicable* *Applied*
18. NourishSettlementPatch
19. ProminencePatch *Active* *Applicable* *Applied*
20. ReconstructionPatch *Active* *Applicable* *Applied*
21. ReevePatch *Active* *Applicable* *Applied*
22. RulerPatch *Active* *Applicable* *Applied*
23. SwordsAsTributePatch *Active* *Applicable* *Applied*
24. TaxCollectorPatch *Active* *Applicable* *Applied*
25. SupremeAuthorityPatch *Active* *Applicable* *Applied*
26. WarmongerPatch *Active* *Applicable* *Applied*
27. WarRationsPatch *Active* *Applicable* *Applied*
28. BowExpertPatch *Active* *Applicable* *Applied*
29. ConroiPatch *Active* *Applicable* *Applied*
30. CrossbowExpert *Active* *Applicable* *Applied*
31. FilledToBrimPatch *Active* *Applicable* *Applied*
32. SpareArrowsPatch *Active* *Applicable* *Applied*
33. SpareThrowingWeapon *Active* *Applicable* *Applied*
34. SquiresPatch *Active* *Applicable* *Applied*
35. ExtraArrowsPatch *Active* *Applicable* *Applied*
36. ExtraThrowingWeapons *Active* *Applicable* *Applied*
37. PeakFormPatch *Active* *Maybe Applicable* *Applied*
38. HealthyScoutPatch *Active* *Maybe Applicable* *Applied*
39. BattleReadyPatch *Active* *Applicable* *Applied*
40. FullyArmedPatch *Active* *Applicable* *Applied*
41. CrossbowCavalryPerkPatch *Active* *Applicable* *Applied*
42. BattleEquippedPatch *Active* *Applicable* *Applied*
43. BowMountedArcherPatch *Active* *Applicable* *Applied*
44. LargeQuiverPatch *Active* *Applicable* *Applied*

Loaded SubModules:
1. TaleWorlds.MountAndBlade.View.ViewSubModule, TaleWorlds.MountAndBlade.View, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
v1.0.0
2. TaleWorlds.MountAndBlade.GauntletUI.GauntletUISubModule, TaleWorlds.MountAndBlade.GauntletUI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
v1.0.0
3. TaleWorlds.MountAndBlade.CustomBattle.CustomBattleSubModule, TaleWorlds.MountAndBlade.CustomBattle, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
v1.0.0
4. SandBox.SandBoxSubModule, SandBox, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
v1.0.0
5. SandBox.View.SandBoxViewSubModule, SandBox.View, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
v1.0.0
6. SandBox.GauntletUI.SandBoxGauntletUISubModule, SandBox.GauntletUI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
v1.0.0
7. StoryMode.StoryModeSubModule, StoryMode, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
v1.0.0
8. StoryMode.View.StoryModeViewSubModule, StoryMode.View, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
v1.0.0
9. StoryMode.GauntletUI.StoryModeGauntletUISubModule, StoryMode.GauntletUI, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
v1.0.0
10. ManageRemoteCompanions.Main, ManageRemoteCompanions, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null
v1.0.0
11. MBOptionScreen.MBOptionScreenSubModule, MBOptionScreen, Version=1.1.15.0, Culture=neutral, PublicKeyToken=null
v1.1.15
12. CommunityPatch.CommunityPatchSubModule, CommunityPatch, Version=0.1.0.0, Culture=neutral, PublicKeyToken=null
v0.1.0+3238ab7

System Info:
gpu: NVIDIA GeForce GTX 970M
cpu: Intel(R) Core(TM) i7-4710MQ CPU @ 2.50GHz

GPU Memory: 3029MB
GC Allocated: 202533648B
Engine Memory Used: 0MB
GC Latency Mode: Client Interactive
GC LOH Compact Mode: Default
Operating System: Microsoft Windows 10.0.18362
Framework Compatibility: .NET Framework 4.8.4150.0
Hardware Accelerated Vector: Yes
Vector Size: 256 bits
CPU Info:
1. Intel Core i7-4710MQ with 4 cores:
1. (?) MHz (?) °C
2. (?) MHz (?) °C
3. (?) MHz (?) °C
4. (?) MHz (?) °C
 
Last edited:
I had the same issue. Guys it seems like there's undercover patches going on on the beta branch, i can remember steam updating a small file. Also another user confirmed this as well. Seems like it occurred twice this last week. So after small undocumented beta branch updates the saves no longer work. I had a play though with no mods before when it occurred the first time.
 
Yes, it may have something to do with the small patches they recently did, the ones without the steam patch notes. And yeah, it is definitely not related to mods. Let's hope that they can quickly find a fix, since this causes many players to either lose their save files and/or makes the game unplayable.
 
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