I keep getting these error messages in the bepinex log. [Warning: Unity Log] OnTriggerExit failed. Fixing. [Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object Stack trace: StasisRifleFixMod_BepInEx.Creature_StartAction_Patch.Patch (CreatureAction action) (at <0ffbcf0a4ec344aab44927c16b0b4415>:0) (wrapper dynamic-method) Creature.DMD<Creature::TryStartAction>(Creature,CreatureAction) Scareable.ScheduledUpdate () (at <9ec6c1b62c324758b9c2d79021505be6>:0) ScheduledUpdateBehaviourSet.CallUpdate (System.Int32 startIndex, System.Int32 numItems) (at <aafb86ac724b47ddb09cd2e6deee2370>:0) UnityEngine.Debug:LogException(Exception, Object) ScheduledUpdateBehaviourSet:CallUpdate(Int32, Int32) UpdateScheduler:Update()
You don't add the StasisRifleFix_Component to all creatures so you need to check if the creature have it in Creature_StartAction_Patch.Patch() before trying to use the component. bool flag = false; StasisRifleFix_Component component = action.creature.GetComponent<StasisRifleFix_Component>(); if (component != null) flag = component.IsFrozen();
Lovely idea - and I did enjoy freezing a reaper with its maw wide open! - but unfortunately with the mod active, animations for interacting with cuddlefish and jellyshroom eels are also frozen. Also spotted a visible crabsquid at a strange angle from quite a way back. So, it does work, but whatever you've done is definitely affecting other game animations and triggers!
Same. Shortly after your post, tho, Indigo updated the mod. I installed the update and I haven't noticed the Crabsnakes floating in the middle of the cavern anymore. I haven't done extensive testing yet tho.
i went back today to check and its no longer giving errors and now i can interact with the cuddlefish. it must have been a mod conflict im guessing sorry about the false info
Sorry that I haven't updated this mod in a while; I kind of forgot about it. That being said I just released a BepInEx version of this mod if you still want to use it.
I managed to stop animations when a creature is affected by a stasis sphere, and I have a question, or rather several questions which would be better suited to a discussion. If you could join the Subnautica Modding discord server and @mention me, RamuneNeptune#1816, that would be great!
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[Warning: Unity Log] OnTriggerExit failed. Fixing.
[Error : Unity Log] NullReferenceException: Object reference not set to an instance of an object
Stack trace:
StasisRifleFixMod_BepInEx.Creature_StartAction_Patch.Patch (CreatureAction action) (at <0ffbcf0a4ec344aab44927c16b0b4415>:0)
(wrapper dynamic-method) Creature.DMD<Creature::TryStartAction>(Creature,CreatureAction)
Scareable.ScheduledUpdate () (at <9ec6c1b62c324758b9c2d79021505be6>:0)
ScheduledUpdateBehaviourSet.CallUpdate (System.Int32 startIndex, System.Int32 numItems) (at <aafb86ac724b47ddb09cd2e6deee2370>:0)
UnityEngine.Debug:LogException(Exception, Object)
ScheduledUpdateBehaviourSet:CallUpdate(Int32, Int32)
UpdateScheduler:Update()
You don't add the StasisRifleFix_Component to all creatures so you need to check if the creature have it in Creature_StartAction_Patch.Patch() before trying to use the component.
bool flag = false;
StasisRifleFix_Component component = action.creature.GetComponent<StasisRifleFix_Component>();
if (component != null)
flag = component.IsFrozen();
return !flag;
it must have been a mod conflict im guessing sorry about the false info
Sorry that I haven't updated this mod in a while; I kind of forgot about it.
That being said I just released a BepInEx version of this mod if you still want to use it.