2.0 update?????? NullReferenceException: Object reference not set to an instance of an object at EModelBase.CrouchUpdate (EntityAlive _ea) [0x00000] in <c97b2cb3e84445e394436f40d1db3b23>:0 at EModelBase.LateUpdate () [0x0002e] in <c97b2cb3e84445e394436f40d1db3b23>:0 2.0 fehler
Take it guys, for those who have mobs that don't spawn in other biomes except for forest. In the spawning file, delete everything and paste this one problem, some bosses give a fatal error when they die, if anything, delete their names in the group file!
Slight issue, getting this error on load. Doesn't seem to affect game play but may not be loading bosses correclty because of it?
2025-01-30T19:08:32 281.695 ERR XML loader: Loading and parsing 'spawning.xml' failed 2025-01-30T19:08:32 281.698 EXC Duplicate id hash '' in biome 'pine_forest' at BiomeSpawningFromXml+<Load>d__0.MoveNext () [0x00102] in <0a824c04d551409fad5953ac8c5c40be>:0 at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__51.MoveNext () [0x00044] in <0a824c04d551409fad5953ac8c5c40be>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) <>c__DisplayClass51_0:<loadSingleXml>b__4(Exception) <CoroutineWrapperWithExceptionCallback>d__51:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
i killed the elec bear and the loot spawned fine, when i kill the direwolf (have killed it twice and both times this happened) my game is then frozen with error messages every .1 second basically freezing everything constantly spewing this error "(date and time) EXC NullReferenceException: Object reference not set to an instance of an object" until i F4 or manage to doubletap esc to be allowed the exit menu, otherwise fun to use, just have to avoid direwolf death. these are the mods im playing with, cant send a screenshot sadly but here goes copy paste. AAA-(1.0)DMOC 10xItem Stack, AAA-Call Of Duty Black Ops 2 - Perkaholic, AAB-Perks Plus,AAC-(1.0)DMOC 5xResource by skill-2288-1-2-0-1719391446, AAC-Perks Tab Size-5591-1-1-1722477948, AAD-DA Mods Core V1.2-4788-V1-2-1720128698, AAE-Dewtas 10 Row Perks-5476-V1-0-1721777124, AAF-Insane Bosses-5995-1-0-1724890215, AAG-TM1PreciousOresPerk-5996-1-0-1724901837, AAH-Scomar82_SuBaS-5913-1-2-1725096856, AAI-moreModSlots-5954-1-0-1724756531, AAJ-Traders - Behind the Counter-5664-1-0-1722900149, AAK-Quartz-2409-v3-0-1-1724727221, AAL-Scrollable Storage 12x40 Backpack Patch v1.0-5744-1-0-0-1723500762, AAM-Wandering Horde Lootbags Vanilla-5707-1-0-1723128263, AAN-MotorToolsAreBetter v1-5699-1-1723061891, AAO-Z_Universal_Parts-5416-v1-1-2-1723901677, AAP-Z Super Elixirs-5687-1-0-1-1723641132, AAQ-Z_Master_Skills-5425-2-0-8-1724064262, AAR-Z_RareResources-5761-1-0-2-1723730243, AAS-Z_ELITE_Zombies-5514-v1-1-5-1725103515, AAT-Z_Radiostation_DS-5683-1-2-1-1724240737, AAU-Z_Perfection-5748-1-0-3-1724851356, AAV-TheMeanOnesBetterHUD-5773-1-0-1723752836, AAW-pseudo_posse_more_lootbags-5880-1-0-0-1724388937, AAX-Voidkazz-steelKatana-5656-1-1-1723421828, kreed_EnemyHealth and Scrollable Backpack-5678-1-0-2-1723544824
I ran into the same problem when looting their backpacks, but solved it by adding the destroy_on_close="empty" tag for each of the loot containers in loot.xml like this:
<!--The container name FeralBossLoot is called from the feral bosses "LootListOnDeath" Property in the entityclasses.xml--> <lootcontainer name="FeralBossLoot" count="1,2" size="6,3" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="1" loot_quality_template="qualPlus1Template" ignore_loot_abundance="true" destroy_on_close="empty"> <item group="groupFeralBossLoot"/> </lootcontainer>
<!--The container name AnimalBossLoot is called from the feral bosses "LootListOnDeath" Property in the entityclasses.xml--> <lootcontainer name="AnimalBossLoot" count="1,2" size="6,3" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="1" loot_quality_template="qualPlus1Template" ignore_loot_abundance="true" destroy_on_close="empty"> <item group="groupAnimalBossLoot"/> </lootcontainer>
Hi ztanz, thank you for using my mod and thank you for sharing your quick fix. The Mod is currently being updated to V2.0 with newly added Bosses and abilities as part of its roadmap. I will definitely be looking at your bug report for fix.
41 comments
Is it EAC friendly ?
NullReferenceException: Object reference not set to an instance of an object
at EModelBase.CrouchUpdate (EntityAlive _ea) [0x00000] in <c97b2cb3e84445e394436f40d1db3b23>:0
at EModelBase.LateUpdate () [0x0002e] in <c97b2cb3e84445e394436f40d1db3b23>:0
2.0 fehler
<configs>
<append xpath="/spawning/biome[@name='pine_forest']">
<spawn id="201" maxcount="2" respawndelay="3.5" time="Night" entitygroup="InsaneNightBosses" tags="commercial,industrial,downtown"/>
</append>
<append xpath="/spawning/biome[@name='pine_forest']">
<spawn id="202" maxcount="2" respawndelay="3.5" time="Day" entitygroup="InsaneDayBosses" tags="commercial,industrial,downtown"/>
</append>
<append xpath="/spawning/biome[@name='pine_forest']">
<spawn id="203" maxcount="1" respawndelay="0.3" time="Any" entitygroup="InsaneAllDayBosses" tags="commercial,industrial" notags="downtown" />
</append>
<append xpath="/spawning/biome[@name='burnt_forest']">
<spawn id="204" maxcount="2" respawndelay="3.5" time="Night" entitygroup="InsaneNightBosses" tags="commercial,industrial,downtown"/>
</append>
<append xpath="/spawning/biome[@name='burnt_forest']">
<spawn id="205" maxcount="2" respawndelay="3.5" time="Day" entitygroup="InsaneDayBosses" tags="commercial,industrial,downtown"/>
</append>
<append xpath="/spawning/biome[@name='burnt_forest']">
<spawn id="206" maxcount="1" respawndelay="0.3" time="Any" entitygroup="InsaneAllDayBosses" tags="commercial,industrial" notags="downtown" />
</append>
<append xpath="/spawning/biome[@name='desert']">
<spawn id="207" maxcount="2" respawndelay="3.5" time="Night" entitygroup="InsaneNightBosses" tags="commercial,industrial,downtown"/>
</append>
<append xpath="/spawning/biome[@name='desert']">
<spawn id="208" maxcount="2" respawndelay="3.5" time="Day" entitygroup="InsaneDayBosses" tags="commercial,industrial,downtown"/>
</append>
<append xpath="/spawning/biome[@name='desert']">
<spawn id="209" maxcount="1" respawndelay="0.3" time="Any" entitygroup="InsaneAllDayBosses" tags="commercial,industrial" notags="downtown" />
</append>
<append xpath="/spawning/biome[@name='snow']">
<spawn id="210" maxcount="2" respawndelay="3.5" time="Night" entitygroup="InsaneNightBosses" tags="commercial,industrial,downtown"/>
</append>
<append xpath="/spawning/biome[@name='snow']">
<spawn id="211" maxcount="2" respawndelay="3.5" time="Day" entitygroup="InsaneDayBosses" tags="commercial,industrial,downtown"/>
</append>
<append xpath="/spawning/biome[@name='snow']">
<spawn id="212" maxcount="1" respawndelay="0.3" time="Any" entitygroup="InsaneAllDayBosses" tags="commercial,industrial" notags="downtown" />
</append>
<append xpath="/spawning/biome[@name='wasteland']">
<spawn id="213" maxcount="2" respawndelay="3.5" time="Night" entitygroup="InsaneNightBosses" tags="commercial,industrial,downtown"/>
</append>
<append xpath="/spawning/biome[@name='wasteland']">
<spawn id="214" maxcount="2" respawndelay="3.5" time="Day" entitygroup="InsaneDayBosses" tags="commercial,industrial,downtown"/>
</append>
<append xpath="/spawning/biome[@name='wasteland']">
<spawn id="215" maxcount="1" respawndelay="0.3" time="Any" entitygroup="InsaneAllDayBosses" tags="commercial,industrial" notags="downtown" />
</append>
</configs>
Take it guys, for those who have mobs that don't spawn in other biomes except for forest. In the spawning file, delete everything and paste this
one problem, some bosses give a fatal error when they die, if anything, delete their names in the group file!
Slight issue, getting this error on load. Doesn't seem to affect game play but may not be loading bosses correclty because of it?
2025-01-30T19:08:32 281.695 ERR XML loader: Loading and parsing 'spawning.xml' failed
2025-01-30T19:08:32 281.698 EXC Duplicate id hash '' in biome 'pine_forest'
at BiomeSpawningFromXml+<Load>d__0.MoveNext () [0x00102] in <0a824c04d551409fad5953ac8c5c40be>:0
at ThreadManager+<CoroutineWrapperWithExceptionCallback>d__51.MoveNext () [0x00044] in <0a824c04d551409fad5953ac8c5c40be>:0
UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
Log:Exception(Exception)
<>c__DisplayClass51_0:<loadSingleXml>b__4(Exception)
<CoroutineWrapperWithExceptionCallback>d__51:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)
I ran into the same problem when looting their backpacks, but solved it by adding the destroy_on_close="empty" tag for each of the loot containers in loot.xml like this:
<!--The container name FeralBossLoot is called from the feral bosses "LootListOnDeath" Property in the entityclasses.xml-->
<lootcontainer name="FeralBossLoot" count="1,2" size="6,3" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="1" loot_quality_template="qualPlus1Template" ignore_loot_abundance="true" destroy_on_close="empty">
<item group="groupFeralBossLoot"/>
</lootcontainer>
<!--The container name AnimalBossLoot is called from the feral bosses "LootListOnDeath" Property in the entityclasses.xml-->
<lootcontainer name="AnimalBossLoot" count="1,2" size="6,3" sound_open="UseActions/open_backpack" sound_close="UseActions/close_backpack" open_time="1" loot_quality_template="qualPlus1Template" ignore_loot_abundance="true" destroy_on_close="empty">
<item group="groupAnimalBossLoot"/>
</lootcontainer>