Conflicted mod: Fourberie Results: 0% food consumption does not work. (claimed by golgo13131313)
Conflicted mod: RBM Results: breaks some options of this Cheat mod that affects health, and also sometimes caused CTD. (claimed by Webexplr) Invincible works incorectly. The character can be hit but does not take health damage. (Tested by me)
Conflicted mod: Xorberax Legacy Results: messed with the incivible player and invicible party. (claimed by Pascles)
If in the report in the Involved Modules section you see only OnTick patches, then with a probability of 99% it is not the fault of this mod
To suspect this mod of being involved in the crash, look in the Exception section and look for BannerlordCheats there.
First of all game don't think this mod is the problem. Crash report that you see is generated by ButterLib mod. And don't get me wrong, it's a very cool tool but from the first report like this I knew it would be a disaster of endless reports on any crash in the game since Core.Game.OnTick is called almost every FPS.
Now, on the subject of Involved Modules in report. There's no magic or complex algorithms using AI to find the mod that caused this crash. All that Involved Modules shows is a list of mods that have called their code in the call stack in which the crash occurred. Take a look at the sticked picture of exception. In it you will see the call stack detail, as it is a stack it shows the order of code execution from bottom to top. In Involved Modules you can see that my mod executes its code in the OnTick method. It is number 15 in the stack numbering! I.e. after executing my code nothing broke and the game managed to execute 13 rather large and complex methods and only AIHourlyTick, which is number 1 in the stack, crashed.
Could my code called by the 15th in the stack cause this crash? I won't say it's impossible in general. This time difference between calling my method and the method where the crash occurred just makes it less likely to happen.
Why then am I 99% sure and not 70% or 50% sure that it's not related to my mod? Look at the message box in the report. It said "Object reference not set to an instance of an object.". In theory, if I found some object that is used in the AIHourlyTick method and nowhere along the way, deleted or modified that object so that it was not available, you would get exactly the same report, and my mod would be at fault.
And here's what my method does: if (SettingsManager.EnableHotkeys.Value && SettingsManager.EnableHotkeyTips.Value) { Message.Show("Encyclopedia Screen Cheat Hotkeys:"); Message.Show("CTRL + H: Add 1 soldier of the selected troop type to the party."); Message.Show("CTRL + SHIFT + H: Add 10 soldiers of the selected troop type to the party."); Message.Show("CTRL + X: Kill the selected character."); Message.Show("CTRL + H: Change to the selected character."); Message.Show("CTRL + H: Transfer ownership of settlement to you."); }It prints hints about possibly applying hotkeys! And it prints only if you enable it in the MCM menu. Thats it! My OnTick method does not interact with any game objects , and therefore cannot be to blame for this type of error.
Why then am I 99% sure and not 100% sure? Because I can't know everything but more importantly you can't forget that this is a multithreaded application. Again, it is possible that another method of mine deleted or corrupted an object in a parallel thread at the moment of AIHourlyTick method execution.But in this case you could hardly play for more than a minute without crashes. And this is almost impossible to debug.
Before posting that the mod does not work on x.x.x version of the game or some function does not work or the game crashes you can easily verify whether it is true or not.
To do so, simply start a new game with this modlist and test it.
Bannerlord.Harmony: v2.3.1.1200 (or corresponding to your version of the game mod version) Bannerlord.ButterLib: v2.8.16.0 (or corresponding to your version of the game mod version) Bannerlord.UIExtenderEx: v2.11.0.0 (or corresponding to your version of the game mod version) Bannerlord.MBOptionScreen: v5.9.2.0 (or corresponding to your version of the game mod version) Native: v1.2.10.44489 (or your version of the game) SandBoxCore: v1.2.10.44489 (or your version of the game) Sandbox: v1.2.10.44489 (or your version of the game) StoryMode: v1.2.10.44489 (or your version of the game) CustomBattle: v1.2.10.44489 (or your version of the game) BannerlordCheatsReload: e1.2.9.5 (or corresponding to your version of the game mod version)
Is there anyway to possibly add an option to increase the learning speed for clan members? The option for “player” and “party members” doesn’t apply to clan in my party. Great mod and I have had no issues!
Well, there is a possibility to set smithing stamina and % of material used. They are not just a check-box, but a slider from 0 to 100%. If you want unlimited stamina and free materials just set those sliders to 0 value.
Myabe you have cheats enabled (not the ones from the mod, but the ones in-built). Try opening the cosole (ALT+~) and executing the following command: config.cheat_mode 0
it works fine and also on another note the so called Conflicted work fine with it just make sure to re tweak the options in those after changing ones in this or just dont edit any that those do then they work fine together
hi there ir a way to type a fraction value on multipliers? im trying to put 1.15 on one multplyer but moving the bar goes 1 to 4+... I try type the dot, copy/paste the value, nothing. maybe im just being newbie.
I almost get what i want, i slide until i find a fraction i want, in my case i can choose between .08 or .17... and them i select the non fraction number and type 1 for example, getting 1.08...
344 comments
Conflicted mod: Fourberie
Results: 0% food consumption does not work. (claimed by golgo13131313)
Conflicted mod: RBM
Results: breaks some options of this Cheat mod that affects health, and also sometimes caused CTD. (claimed by Webexplr)
Invincible works incorectly. The character can be hit but does not take health damage. (Tested by me)
Conflicted mod: Xorberax Legacy
Results: messed with the incivible player and invicible party. (claimed by Pascles)
Conflicted mod: Better Attributes
Results: This mod is causing exception when clicking the map. (claimed by CelestialStarmie)
Conflicted mod: Adjustable Leveling
Results: As both mod edit the same values. (claimed by CelestialStarmie)
Conflicted mod: Primae Noctis
Results: For some reason it preventing cuting through enemys and crushing shields. (claimed by EagleGundam)
If in the report in the Involved Modules section you see only OnTick patches, then with a probability of 99% it is not the fault of this mod
To suspect this mod of being involved in the crash, look in the Exception section and look for BannerlordCheats there.
And don't get me wrong, it's a very cool tool but from the first report like this I knew it would be a disaster of endless reports on any crash in the game since Core.Game.OnTick is called almost every FPS.
Now, on the subject of Involved Modules in report.
There's no magic or complex algorithms using AI to find the mod that caused this crash. All that Involved Modules shows is a list of mods that have called their code in the call stack in which the crash occurred. Take a look at the sticked picture of exception. In it you will see the call stack detail, as it is a stack it shows the order of code execution from bottom to top. In Involved Modules you can see that my mod executes its code in the OnTick method. It is number 15 in the stack numbering! I.e. after executing my code nothing broke and the game managed to execute 13 rather large and complex methods and only AIHourlyTick, which is number 1 in the stack, crashed.
Could my code called by the 15th in the stack cause this crash? I won't say it's impossible in general. This time difference between calling my method and the method where the crash occurred just makes it less likely to happen.
Why then am I 99% sure and not 70% or 50% sure that it's not related to my mod? Look at the message box in the report.
It said "Object reference not set to an instance of an object.". In theory, if I found some object that is used in the AIHourlyTick method and nowhere along the way, deleted or modified that object so that it was not available, you would get exactly the same report, and my mod would be at fault.
And here's what my method does:
if (SettingsManager.EnableHotkeys.Value && SettingsManager.EnableHotkeyTips.Value)
It prints hints about possibly applying hotkeys! And it prints only if you enable it in the MCM menu. Thats it! My OnTick method does not interact with any game objects , and therefore cannot be to blame for this type of error.{
Message.Show("Encyclopedia Screen Cheat Hotkeys:");
Message.Show("CTRL + H: Add 1 soldier of the selected troop type to the party.");
Message.Show("CTRL + SHIFT + H: Add 10 soldiers of the selected troop type to the party.");
Message.Show("CTRL + X: Kill the selected character.");
Message.Show("CTRL + H: Change to the selected character.");
Message.Show("CTRL + H: Transfer ownership of settlement to you.");
}
Why then am I 99% sure and not 100% sure? Because I can't know everything but more importantly you can't forget that this is a multithreaded application. Again, it is possible that another method of mine deleted or corrupted an object in a parallel thread at the moment of AIHourlyTick method execution.But in this case you could hardly play for more than a minute without crashes. And this is almost impossible to debug.
Before posting that the mod does not work on x.x.x version of the game
or some function does not work
or the game crashes
you can easily verify whether it is true or not.
Bannerlord.Harmony: v2.3.1.1200 (or corresponding to your version of the game mod version)
Bannerlord.ButterLib: v2.8.16.0 (or corresponding to your version of the game mod version)
Bannerlord.UIExtenderEx: v2.11.0.0 (or corresponding to your version of the game mod version)
Bannerlord.MBOptionScreen: v5.9.2.0 (or corresponding to your version of the game mod version)
Native: v1.2.10.44489 (or your version of the game)
SandBoxCore: v1.2.10.44489 (or your version of the game)
Sandbox: v1.2.10.44489 (or your version of the game)
StoryMode: v1.2.10.44489 (or your version of the game)
CustomBattle: v1.2.10.44489 (or your version of the game)
BannerlordCheatsReload: e1.2.9.5 (or corresponding to your version of the game mod version)
Edit: NVM I just had a display bug where it didnt show me that the troop number changed
Is there a possibility of adding the Learning Rate coefficient slider for the Clan (similar to the ones for the companions and the player)?
https://report.butr.link/1ED2A8