When I selected the option to restrict the troops, the system threw an exception.
object reference not set to an instance of an object. at TaleWorlds.CampaignSystem.ViewModelCollection.PartyCharacterVM.RefresValues() at ... ctor(PartyScreenLogic... at ... .PartyVM.InitializePartyList(... at ... .PartyVM.InitializeTroopLists(... at Sanbox.GauntletUI.GauntletPartyScreen.TaleWorlds.core.IGameStateListener.OnActive(... at ... at PartyAIOverhaulCommands.PartyOder.PartyOderBuilder.template_set_troop_limits() in D:\SteamLibrary\steamapps\common\Mount & Blade || Bannerload\Repos\PartyAIOverhaulCommands\src\PartyOverBuilder.cs:line 312
My game would crash when i would open Party Menu - P. Later i realized that the culprit of CTD, were some of the family members in my party, that i probably edited in wrong circumstances with Character Reload + Marry Anyone + Family Control + Diplomacy. So i visited a castle/town and used the top right "+" button to leave all members there. And then tested - NO MORE CTD when the family members where not in my party.
So I went back to castle, and started to take back my family members into my party, one by one (take one, and then press P, see if it crashes. Eventually 2 out of those members, had some kind of errors or something?! If they were in my party, game would crash when i open Party Menu. So i ditched them , set them as governors at other fiefs , or, you could kill them? i havent tried that option. command line would be: campaign.kill_hero XXXXXX
THE END !
BUTR crash report This is just one report, but, I had different errors involving different modules because of this whole situation, but the culprit was the situation listed above, no other errors occurred after this fix. ==================== - Exception Exception information Type: System.NullReferenceException Message: Object reference not set to an instance of an object. Source: TaleWorlds.CampaignSystem.ViewModelCollection CallStack: at void TaleWorlds.CampaignSystem.ViewModelCollection.Party.PartyCharacterVM.set_Character(CharacterObject value) at void TaleWorlds.CampaignSystem.ViewModelCollection.Party.PartyCharacterVM.set_Troop(TroopRosterElement value) at new TaleWorlds.CampaignSystem.ViewModelCollection.Party.PartyCharacterVM(PartyScreenLogic partyScreenLogic, PartyVM partyVm, TroopRoster troops, int index, TroopType type, PartyRosterSide side, bool isTroopTransferrable) at void TaleWorlds.CampaignSystem.ViewModelCollection.Party.PartyVM.InitializePartyList(MBBindingList partyList, TroopRoster currentTroopRoster, TroopType type, int side) at void TaleWorlds.CampaignSystem.ViewModelCollection.Party.PartyVM.InitializeTroopLists() at new TaleWorlds.CampaignSystem.ViewModelCollection.Party.PartyVM(PartyScreenLogic partyScreenLogic) at void SandBox.GauntletUI.GauntletPartyScreen.TaleWorlds.Core.IGameStateListener.OnActivate() at void TaleWorlds.Core.GameState.HandleActivate() at void TaleWorlds.Core.GameStateManager.OnPushState(GameState gameState) at void TaleWorlds.Core.GameStateManager.DoGameStateJobs() at void TaleWorlds.Core.GameStateManager.PushState(GameState gameState, int level) at void TaleWorlds.CampaignSystem.Party.PartyScreenManager.OpenPartyScreen() at void SandBox.View.Map.MapScreen.OpenParty() at void SandBox.View.Map.MapScreen.TaleWorlds.CampaignSystem.GameState.IMapStateHandler.AfterWaitTick(float dt) at void TaleWorlds.CampaignSystem.GameState.MapState.OnMapModeTick(float dt) at void TaleWorlds.CampaignSystem.GameState.MapState.OnTick(float dt) at void TaleWorlds.Core.GameStateManager.OnTick(float dt) at void TaleWorlds.Core.Game.OnTick(float dt) at void TaleWorlds.Core.GameManagerBase.OnTick(float dt) at void TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch2(Module this, float dt) at void TaleWorlds.DotNet.Managed.ApplicationTick_Patch2(float dt)
emmm ,it's not a completly Chinese translation?i had translated before so i knew it immediatly when i opened the xml file?,thanks for your work any way
10 comments
object reference not set to an instance of an object.
at TaleWorlds.CampaignSystem.ViewModelCollection.PartyCharacterVM.RefresValues()
at ... ctor(PartyScreenLogic...
at ... .PartyVM.InitializePartyList(...
at ... .PartyVM.InitializeTroopLists(...
at Sanbox.GauntletUI.GauntletPartyScreen.TaleWorlds.core.IGameStateListener.OnActive(...
at ...
at PartyAIOverhaulCommands.PartyOder.PartyOderBuilder.template_set_troop_limits() in D:\SteamLibrary\steamapps\common\Mount & Blade || Bannerload\Repos\PartyAIOverhaulCommands\src\PartyOverBuilder.cs:line 312
but my D: is not have steamlibrary
My game would crash when i would open Party Menu - P.
Later i realized that the culprit of CTD, were some of the family members in my party, that i probably edited in wrong circumstances with Character Reload + Marry Anyone + Family Control + Diplomacy.
So i visited a castle/town and used the top right "+" button to leave all members there. And then tested - NO MORE CTD when the family members where not in my party.
So I went back to castle, and started to take back my family members into my party, one by one (take one, and then press P, see if it crashes. Eventually 2 out of those members, had some kind of errors or something?! If they were in my party, game would crash when i open Party Menu. So i ditched them , set them as governors at other fiefs , or, you could kill them? i havent tried that option. command line would be: campaign.kill_hero XXXXXX
THE END !
BUTR crash report
This is just one report, but, I had different errors involving different modules because of this whole situation, but the culprit was the situation listed above, no other errors occurred after this fix.
====================
- Exception
Exception information
Type: System.NullReferenceException
Message: Object reference not set to an instance of an object.
Source: TaleWorlds.CampaignSystem.ViewModelCollection
CallStack:
at void TaleWorlds.CampaignSystem.ViewModelCollection.Party.PartyCharacterVM.set_Character(CharacterObject value)
at void TaleWorlds.CampaignSystem.ViewModelCollection.Party.PartyCharacterVM.set_Troop(TroopRosterElement value)
at new TaleWorlds.CampaignSystem.ViewModelCollection.Party.PartyCharacterVM(PartyScreenLogic partyScreenLogic, PartyVM partyVm, TroopRoster troops, int index, TroopType type, PartyRosterSide side, bool isTroopTransferrable)
at void TaleWorlds.CampaignSystem.ViewModelCollection.Party.PartyVM.InitializePartyList(MBBindingList partyList, TroopRoster currentTroopRoster, TroopType type, int side)
at void TaleWorlds.CampaignSystem.ViewModelCollection.Party.PartyVM.InitializeTroopLists()
at new TaleWorlds.CampaignSystem.ViewModelCollection.Party.PartyVM(PartyScreenLogic partyScreenLogic)
at void SandBox.GauntletUI.GauntletPartyScreen.TaleWorlds.Core.IGameStateListener.OnActivate()
at void TaleWorlds.Core.GameState.HandleActivate()
at void TaleWorlds.Core.GameStateManager.OnPushState(GameState gameState)
at void TaleWorlds.Core.GameStateManager.DoGameStateJobs()
at void TaleWorlds.Core.GameStateManager.PushState(GameState gameState, int level)
at void TaleWorlds.CampaignSystem.Party.PartyScreenManager.OpenPartyScreen()
at void SandBox.View.Map.MapScreen.OpenParty()
at void SandBox.View.Map.MapScreen.TaleWorlds.CampaignSystem.GameState.IMapStateHandler.AfterWaitTick(float dt)
at void TaleWorlds.CampaignSystem.GameState.MapState.OnMapModeTick(float dt)
at void TaleWorlds.CampaignSystem.GameState.MapState.OnTick(float dt)
at void TaleWorlds.Core.GameStateManager.OnTick(float dt)
at void TaleWorlds.Core.Game.OnTick(float dt)
at void TaleWorlds.Core.GameManagerBase.OnTick(float dt)
at void TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch2(Module this, float dt)
at void TaleWorlds.DotNet.Managed.ApplicationTick_Patch2(float dt)
advise?should claim that in your mod description
This is displayed when entering the game