Need More Info Visit castle "aftermath" crash

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版本号
1.8.0
分支
Beta
使用过模组或未使用过模组
是,我添加了模组。

Harkarius

Recruit
Same crash as this post but I have more info: https://forums.taleworlds.com/index.php?threads/1-8-0-rhesos-castle-ctd.452877/
Summary: I had just sieged another castle, I visited a second castle and immediately got asked if I want to Devastate, Pillage or Show Mercy. I did NOT select to Siege this second castle. It was totally unexpected and illogical to get asked this message.
I selected Show Mercy and then clicked back in the castle to visit it, it now crashes every time with the same error instantly after selecting the castle..

How to Reproduce: Load Game Save, enter the castle I am standing near, the game crashes. (I sieged one castle prior to the offender, won and then Show Mercy after)

Have you used cheats and if so which: YES. Added a bunch of food and units.

Scene Name (if related):

Media (Screenshots & Video):
Video: https://streamable.com/n4ieya
Detailed Report:

Download link to complete version: https://file.io/PR5vX3xFvSwh

- Exception
Exception information
Type: System.Collections.Generic.KeyNotFoundException
Message: The given key was not present in the dictionary.
Source: mscorlib
CallStack:
at System.ThrowHelper.ThrowKeyNotFoundException()
at System.Collections.Generic.Dictionary`2.get_Item(TKey key)
at TaleWorlds.CampaignSystem.CampaignBehaviors.SiegeAftermathCampaignBehavior.GetSiegeAftermathConsequencesText(MobileParty attackerParty, Settlement settlement, SiegeAftermath aftermath, Boolean isTooltip)
at TaleWorlds.CampaignSystem.CampaignBehaviors.SiegeAftermathCampaignBehavior.menu_settlement_taken_devastate_on_condition(MenuCallbackArgs args)
at TaleWorlds.CampaignSystem.GameMenus.GameMenuOption.GetConditionsHold(Game game, MenuContext menuContext)
at TaleWorlds.CampaignSystem.ViewModelCollection.GameMenu.GameMenuVM.Refresh(Boolean forceUpdateItems)
at SandBox.View.Menu.MenuViewContext.TaleWorlds.CampaignSystem.GameState.IMenuContextHandler.OnMenuActivate()
at SandBox.View.Menu.MenuViewContext..ctor(ScreenBase screen, MenuContext menuContext)
at SandBox.View.Map.MapScreen.EnterMenuContext(MenuContext menuContext)
at SandBox.View.Map.MapScreen.UpdateMenuView()
at SandBox.View.Map.MapScreen.OnFrameTick(Single dt)
at TaleWorlds.ScreenSystem.ScreenBase.FrameTick(Single dt)
at TaleWorlds.ScreenSystem.ScreenManager.Tick_Patch1(Single dt, Boolean activeMouseVisible)
- Involved Modules
Sandbox
Method: virtual System.Void SandBox.View.Menu.MenuViewContext::TaleWorlds.CampaignSystem.GameState.IMenuContextHandler.OnMenuActivate()
Frame: TaleWorlds.CampaignSystem.GameState.IMenuContextHandler.OnMenuActivate at offset 102 in file:line:column :0:0
Method: System.Void SandBox.View.Menu.MenuViewContext::.ctor(TaleWorlds.ScreenSystem.ScreenBase screen, TaleWorlds.CampaignSystem.GameState.MenuContext menuContext)
Frame: .ctor at offset 219 in file:line:column :0:0
Method: System.Void SandBox.View.Map.MapScreen::EnterMenuContext(TaleWorlds.CampaignSystem.GameState.MenuContext menuContext)
Frame: EnterMenuContext at offset 95 in file:line:column :0:0
Method: System.Void SandBox.View.Map.MapScreen::UpdateMenuView()
Frame: UpdateMenuView at offset 71 in file:line:column :0:0
Method: virtual System.Void SandBox.View.Map.MapScreen::OnFrameTick(System.Single dt)
Frame: OnFrameTick at offset 45 in file:line:column :0:0



Computer Specs:

OS: Windows 10

GPU: EVGA RTX 3070 FTW3 ULTRA GAMING (08G-P5-3767)

GPU Driver Version: 516.94 08/09/2022

CPU: AMD Ryzen 5 5600X

RAM: 32GB 3600Mhz

Motherboard: ASUS TUF GAMING X570-PRO (WI-FI)

Storage Device (HDD/SSD): NVME Sabrent Rocket 4.0 Plus
 
This crash did not happen in any vanilla build. Only occurred when mod count (including Native) is greater than 5. Probably a mod crash. If you can reproduce the issue in a new, un-modded and verified campaign please let us know!
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.
Thanks for reporting and sorry for any inconvenience!
 
Sorry for necroing this. But I have to address this "Please note that we can’t support any modding-related issues."
Firstly, the modding community help to keep Warband alive and increased its longevity by many years. You have a lot to thank this community for. This helped greatly to keep the interest for the very long wait for Bannerlord 2. Without it, your fans would have moved away along a long time ago and sales would probably be bad.
I have been using mods for a dozen games over the years and it is very frustrating when you have a good set of mods in perfect working order only to be broken by a GAME UPDATE!. I know you can't take responsibility for mod changes, but would it really be so hard to look at the top 30 mods and try to avoid breaking what they do?
If you improve upon or include some of the great ideas, why not communicate this with modders and the community?
And when you bork it with updates do you even try to help the modders to fix issues? Can't be that hard. As it stands now I would very much prefer just turning of updates and staying with mods that work, and only consider updating if you fix game-breaking bugs! And this is not a good sign. Hope your attitude towards mod community cooperation changes!
 
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