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Posted
50 minutes ago, Spiders_Venom said:

I'll try that real quick

there is currently a problem with the game "unnamed mobile party", this always happens when u are captured by looters/bandits etc.., just make sure to save prior to capture and when release i think u need to clear the status by using this captivity.clear_parties, idk sometimes the save game will be corrupted and u get a ctd, so just use a prior save, i cant pin point what causes this as the ctd is pretty random and i am not sure what causes the problem.. i also did modifications to the xml to remove any skill improvements, there is also another problem with the stolen gear quest it likely cause of a ctd, so turn it off, i had it turn on seems to be fine except the timer doesnt work correctly and sometimes it just ctd not sure the cause..

Posted

beta 1.6.3, it doesnt cause a ctd, but seems like some events isnt working.., mostly tw did something at their end.

 

9/23/2021 9:10:51 PM -- Checking Campaign Events
9/23/2021 9:10:51 PM -- Having 461 of events to weight and check conditions on.
9/23/2021 9:10:51 PM -- CheckEventHourly Failure
9/23/2021 9:10:51 PM -- Method not found: 'Boolean TaleWorlds.CampaignSystem.Settlement.IsHideout()'. : System.MissingMethodException: Method not found: 'Boolean TaleWorlds.CampaignSystem.Settlement.IsHideout()'.
   at CaptivityEvents.Events.CEEventChecker.PartyCheck(PartyBase party)

Posted (edited)

1.6.1 i have a random crash on a campaign map

Exception information
Type: System.NullReferenceException
Message: Object reference not set to an instance of an object.
Source: TaleWorlds.CampaignSystem
CallStack:

  1. at TaleWorlds.CampaignSystem.HeroCreator.DeliverOffSpring(Hero mother, Hero father, Boolean isOffspringFemale, CultureObject culture, Int32 age)
  2. at TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.PregnancyCampaignBehavior.CheckOffspringsToDeliver(Pregnancy pregnancy)
  3. at TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.PregnancyCampaignBehavior.CheckOffspringsToDeliver_Patch1(PregnancyCampaignBehavior this, Hero hero)
  4. at TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.PregnancyCampaignBehavior.DailyTickHero_Patch2(PregnancyCampaignBehavior this, Hero hero)
  5. at TaleWorlds.CampaignSystem.MbEvent`1.InvokeList(EventHandlerRec`1 list, T t)
  6. at TaleWorlds.CampaignSystem.CampaignEvents.DailyTickHero(Hero hero)
  7. at TaleWorlds.CampaignSystem.CampaignEventDispatcher.DailyTickHero(Hero hero)
  8. at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicTicker`1.PeriodicTickSome(Double timeUnitsElapsed)
  9. at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicDailyTick()
  10. at TaleWorlds.CampaignSystem.Campaign.Tick(Single dt)
  11. at TaleWorlds.CampaignSystem.Campaign.RealTick(Single realDt)
  12. at TaleWorlds.CampaignSystem.MapState.OnMapModeTick(Single dt)
  13. at TaleWorlds.CampaignSystem.MapState.OnTick(Single dt)
  14. at TaleWorlds.Core.GameStateManager.OnTick(Single dt)
  15. at TaleWorlds.Core.Game.OnTick(Single dt)
  16. at TaleWorlds.Core.GameManagerBase.OnTick(Single dt)
  17. at TaleWorlds.MountAndBlade.Module.OnApplicationTick(Single dt)
  18. at TaleWorlds.DotNet.Managed.ApplicationTick_Patch1(Single dt)


    full report https://crash.butr.dev/report/53AD45E2.html
Edited by 5what
Posted

@BadListener, game doesnt like npc thats been generated by mods, is there a way to track or clean up these npcs usually created from pregnancy events or spawn heros, the spawn troops are fine, with the exception for battlespawn troops in city, where the champaign world is not able to handle troops that appear outside towns.

 

if there is a ctd, i usually try to look for any npc which the game doesn't recognise and try to delete them and in most cases the ctd doesn't happen, just not sure if there is a log to track these events before they generate a ctd since game cant handle these npc types female npcs will always ctd immediately.

Posted (edited)

These are some changes to all CE and related mods, only to the xlm files, changes to make some events less predictable and more random and tried to sync the terms used to be similar for all mods and addons and spelling errors etc...

 

the mods are not my work but belongs to the respective modders and i don't take any credits as all i had done was to try to tidy up.

 

fyi, there is an animation mod which i modified a female version, just copied the male version and modified the text to suit a female.

 

enjoy.

 

Edit: CE version is beta 1.6.3

 

Edit: contains some fixes, i removed all the images to keep file size low, most of the images are the same from the original mods.

 

CE events backup.zip

Edited by Whizkid
Posted
On 10/2/2021 at 2:48 AM, Whizkid said:

@BadListener, game doesnt like npc thats been generated by mods, is there a way to track or clean up these npcs usually created from pregnancy events or spawn heros, the spawn troops are fine, with the exception for battlespawn troops in city, where the champaign world is not able to handle troops that appear outside towns.

 

if there is a ctd, i usually try to look for any npc which the game doesn't recognise and try to delete them and in most cases the ctd doesn't happen, just not sure if there is a log to track these events before they generate a ctd since game cant handle these npc types female npcs will always ctd immediately.

I will add CE to the start of each HeroStringId.

Posted
2 hours ago, BadListener said:

I will add CE to the start of each HeroStringId.

great, the catcaller problem from tb mod, is possible to add a kill catcaller command to prevent the catcaller from appearing in the campaign world causing a ctd.

 

lastly beta 1.6.4 has been release and it offers a host of changes as companions can now be promoted to clans

Posted
3 hours ago, Whizkid said:

great, the catcaller problem from tb mod, is possible to add a kill catcaller command to prevent the catcaller from appearing in the campaign world causing a ctd.

 

lastly beta 1.6.4 has been release and it offers a host of changes as companions can now be promoted to clans

I will actually investigate why npcs are causing crashes

 

Posted
On 9/30/2021 at 2:32 PM, 5what said:

1.6.1 i have a random crash on a campaign map

Exception information
Type: System.NullReferenceException
Message: Object reference not set to an instance of an object.
Source: TaleWorlds.CampaignSystem
CallStack:

  1. at TaleWorlds.CampaignSystem.HeroCreator.DeliverOffSpring(Hero mother, Hero father, Boolean isOffspringFemale, CultureObject culture, Int32 age)
  2. at TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.PregnancyCampaignBehavior.CheckOffspringsToDeliver(Pregnancy pregnancy)
  3. at TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.PregnancyCampaignBehavior.CheckOffspringsToDeliver_Patch1(PregnancyCampaignBehavior this, Hero hero)
  4. at TaleWorlds.CampaignSystem.SandBox.CampaignBehaviors.PregnancyCampaignBehavior.DailyTickHero_Patch2(PregnancyCampaignBehavior this, Hero hero)
  5. at TaleWorlds.CampaignSystem.MbEvent`1.InvokeList(EventHandlerRec`1 list, T t)
  6. at TaleWorlds.CampaignSystem.CampaignEvents.DailyTickHero(Hero hero)
  7. at TaleWorlds.CampaignSystem.CampaignEventDispatcher.DailyTickHero(Hero hero)
  8. at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicTicker`1.PeriodicTickSome(Double timeUnitsElapsed)
  9. at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicDailyTick()
  10. at TaleWorlds.CampaignSystem.Campaign.Tick(Single dt)
  11. at TaleWorlds.CampaignSystem.Campaign.RealTick(Single realDt)
  12. at TaleWorlds.CampaignSystem.MapState.OnMapModeTick(Single dt)
  13. at TaleWorlds.CampaignSystem.MapState.OnTick(Single dt)
  14. at TaleWorlds.Core.GameStateManager.OnTick(Single dt)
  15. at TaleWorlds.Core.Game.OnTick(Single dt)
  16. at TaleWorlds.Core.GameManagerBase.OnTick(Single dt)
  17. at TaleWorlds.MountAndBlade.Module.OnApplicationTick(Single dt)
  18. at TaleWorlds.DotNet.Managed.ApplicationTick_Patch1(Single dt)


    full report https://crash.butr.dev/report/53AD45E2.html

im still suffering help, can't solve the crash

Posted
3 hours ago, 5what said:

im still suffering help, can't solve the crash

only solution is to use the encyclopedia to locate the npc, then kill the npc using console, offspring of npc usually is a wanderer name contains only one word or u can locate the parents and trace the child, just make sure when u kill the name is unique only to the npc game sometimes generate npc with same name ..., if the load game ctd on load, go back to the previous save, it will usually clear up the problem as i think the game engine doesnt know how to handle this npc.., not sure why or how since its a wanderer must be something game engine doesnt like.., also check female npc that are generate this will cause a ctd immediately again seems like game doesnt like female generated npc, as male seems to function ok, perhaps its because the male npc is tied to a troop type, guessing here.

Posted
23 minutes ago, Nibbler2345 said:

I had problems generating fully working NPCs, especially related to companions. I believe it's because of the template system but not sure.

i think this happened in 1.6.0 onwards, i remember i didnt have this problem, seems likely something changed and game couldnt handle it causing a ctd, could be some parameter missing etc... idk

Posted

First of all great mod and concept, a must have! Problem I have is with pregnancy enabled I've been getting CTD eventually from what seems to be the generated NPCs as was mentioned previously. Doesn't happen right away but sooner or later it becomes a problem if I've had a baby through the mod. I think with pregnancy disabled it might be safe but that's half the fun of this mod!

Posted
8 hours ago, Diapers said:

First of all great mod and concept, a must have! Problem I have is with pregnancy enabled I've been getting CTD eventually from what seems to be the generated NPCs as was mentioned previously. Doesn't happen right away but sooner or later it becomes a problem if I've had a baby through the mod. I think with pregnancy disabled it might be safe but that's half the fun of this mod!

or u can just kill wanderer npc once she turns 18, u'll not miss much since to hire her is pretty expensive as she has pretty good stats and armor.

Posted (edited)
8 hours ago, Diapers said:

First of all great mod and concept, a must have! Problem I have is with pregnancy enabled I've been getting CTD eventually from what seems to be the generated NPCs as was mentioned previously. Doesn't happen right away but sooner or later it becomes a problem if I've had a baby through the mod. I think with pregnancy disabled it might be safe but that's half the fun of this mod!

yeah the pregnancies related to this mod have always caused crashes for me. It was okay with them disabled.

 

 

 

 

Have there been any new videos/gifs/animations added in the latest version?

Edited by Guest
  • 2 weeks later...
Posted

I've been playing 1.62 with the appropriate version of this mod and transfer's extensions. Recently I ran into some problems worth reporting: namely, the low morale party mutiny.

 

The event chain plays fine until the conversation with the top troop in the party. It seemed I was getting as many sets of dialogue (Let me go, silence, don't want to talk) as there were soldiers in the top stack. If there were three Varyags when the group had enough of low pay and bad food, I would get dialogue options listed thrice. Twice with two and once with one.

 

Second problem was a persistent crash upon slavery starting after mutiny. This I recognized as the game trying to handle prisoner conformity in the group that was no longer the player's party. I kept reloading and trying different things and the crash stopped once I got rid of prisoners before the revolt.

 

Third problem is a persistent crash upon daily tick calculations after escape from slavery. My best guess is that the game is unable to process the player's former party for some reason. There were no issues during several days of slavery or while I ran around recruiting new soldiers. I saved the game and resumed it later, so I can only assume something that made handling that mobile party possible is removed when the game is shut down.

 

And a bonus nitpick: the "Wake up whore, something something" line would flow better as "Wake up, whore! Something something" instead. The way it's punctuated now, he's telling me to wake up a whore.

Posted
On 10/20/2021 at 8:22 AM, Krh said:

I've been playing 1.62 with the appropriate version of this mod and transfer's extensions. Recently I ran into some problems worth reporting: namely, the low morale party mutiny.

 

The event chain plays fine until the conversation with the top troop in the party. It seemed I was getting as many sets of dialogue (Let me go, silence, don't want to talk) as there were soldiers in the top stack. If there were three Varyags when the group had enough of low pay and bad food, I would get dialogue options listed thrice. Twice with two and once with one.

 

Second problem was a persistent crash upon slavery starting after mutiny. This I recognized as the game trying to handle prisoner conformity in the group that was no longer the player's party. I kept reloading and trying different things and the crash stopped once I got rid of prisoners before the revolt.

 

Third problem is a persistent crash upon daily tick calculations after escape from slavery. My best guess is that the game is unable to process the player's former party for some reason. There were no issues during several days of slavery or while I ran around recruiting new soldiers. I saved the game and resumed it later, so I can only assume something that made handling that mobile party possible is removed when the game is shut down.

 

And a bonus nitpick: the "Wake up whore, something something" line would flow better as "Wake up, whore! Something something" instead. The way it's punctuated now, he's telling me to wake up a whore.

Thanks for the suggestions, and the crash reports.

Posted (edited)

@BadListener, getting this error in the logfileFC.txt, not sure which function is causing this, meanwhile I had just enable log, hopefully it will show up again showing the function causing this problem...

 

edit: error is generated after my character gave birth to a baby, happened again.

 

 

 


10/23/2021 4:36:59 PM -- Bad pregnancy Male
10/23/2021 4:36:59 PM -- Property set method not found. : System.ArgumentException: Property set method not found.
   at System.Reflection.RuntimePropertyInfo.SetValue(Object obj, Object value, BindingFlags invokeAttr, Binder binder, Object[] index, CultureInfo culture)
   at System.Reflection.RuntimePropertyInfo.SetValue(Object obj, Object value, Object[] index)
   at CaptivityEvents.CampaignBehaviors.CECampaignBehavior.DeliverOffSpring(Hero mother, Hero father, Boolean isOffspringFemale, Int32 age)
   at CaptivityEvents.CampaignBehaviors.CECampaignBehavior.CheckOffspringsToDeliver(Pregnancy pregnancy)
10/23/2021 4:37:03 PM -- Incorrect ConsequenceCompanions heroSelected: System.ArgumentNullException: Value cannot be null.
Parameter name: source
   at System.Linq.Enumerable.Contains[TSource](IEnumerable`1 source, TSource value, IEqualityComparer`1 comparer)
   at CaptivityEvents.Events.CECompanionSystem.ConsequenceForceMarry(Companion companion, Hero hero)
   at CaptivityEvents.Events.CECompanionSystem.ConsequenceCompanions(CharacterObject hero, PartyBase party)TB_companion_horny_f_player_f
10/23/2021 4:38:31 PM -- Added Angel's Pregnancy
10/23/2021 4:53:34 PM -- Incorrect ConsequenceCompanions heroSelected: System.ArgumentNullException: Value cannot be null.
Parameter name: source
   at System.Linq.Enumerable.Contains[TSource](IEnumerable`1 source, TSource value, IEqualityComparer`1 comparer)
   at CaptivityEvents.Events.CECompanionSystem.ConsequenceForceMarry(Companion companion, Hero hero)
   at CaptivityEvents.Events.CECompanionSystem.ConsequenceCompanions(CharacterObject hero, PartyBase party)TB_companion_horny_f_player_f
10/23/2021 4:53:57 PM -- Incorrect ConsequenceCompanions heroSelected: System.ArgumentNullException: Value cannot be null.
Parameter name: source
   at System.Linq.Enumerable.Contains[TSource](IEnumerable`1 source, TSource value, IEqualityComparer`1 comparer)
   at CaptivityEvents.Events.CECompanionSystem.ConsequenceForceMarry(Companion companion, Hero hero)
   at CaptivityEvents.Events.CECompanionSystem.ConsequenceCompanions(CharacterObject hero, PartyBase 
 

 

10/23/2021 8:59:54 PM -- Bad pregnancy Male
10/23/2021 8:59:54 PM -- Property set method not found. : System.ArgumentException: Property set method not found.
   at System.Reflection.RuntimePropertyInfo.SetValue(Object obj, Object value, BindingFlags invokeAttr, Binder binder, Object[] index, CultureInfo culture)
   at System.Reflection.RuntimePropertyInfo.SetValue(Object obj, Object value, Object[] index)
   at CaptivityEvents.CampaignBehaviors.CECampaignBehavior.DeliverOffSpring(Hero mother, Hero father, Boolean isOffspringFemale, Int32 age)
   at CaptivityEvents.CampaignBehaviors.CECampaignBehavior.CheckOffspringsToDeliver(Pregnancy pregnancy)

 

Edited by Whizkid
Posted

Is it possible to edit the word scripts to these events? Like make some spelling corrections that just annoy me a little, and customize the story portions? I don't have the know how to build my own event scripts with the coding and all that, but would love to customize some stuff.  Wasn't sure if it's possible or if it steps on any mod creator's toes. 

 

Posted
10 hours ago, Guppy1 said:

Is it possible to edit the word scripts to these events? Like make some spelling corrections that just annoy me a little, and customize the story portions? I don't have the know how to build my own event scripts with the coding and all that, but would love to customize some stuff.  Wasn't sure if it's possible or if it steps on any mod creator's toes. 

 

 

For just text you might get lucky and find the text you are looking for in [your steam folder]\steamapps\common\Mount & Blade II Bannerlord\Modules\zCaptivityEvents\ModuleData just poke through XML files, also maybe go back a bit and check other CE folders such as zCEDefaults.

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