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tivolo

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  1. The "Charged_Spellbind_Biting_Winds_Ability" in the error is the Chanter invocation "So Singt thy Biting Winds o' Eld Nary". Tier IV, level 14+. Try to disable auto-level up, load a level 13 savegame, manually level up Kana? Thanks for the suggestion, Suen. I tried disabling the auto-level up feature with no effect. And if you're referring to character levels, I'm only at 9th level, so all of my games are < level 14. I did try loading a few past games to no avail, and I'm only willing to lose so many hours of gameplay to recover from this bug (especially with no promise it won't recur).
  2. I've got the same problem when attempting to change party members, but for me it started after recruiting the Grieving Mother. I returned to Caed Nua to re-add Sha but found that I couldn't change my party anymore. I'm also unable to access the Barracks in the stronghold -- I get the "returned to main menu to prevent save game corruption" error. The output_log shows the following errors at the tail end: ERROR: Charged_Spellbind_Biting_Winds_Ability(Clone) doesn't have an associated prefab. Trying to recreate from known data, this object may not work correctly. (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) NullReferenceException: Object reference not set to an instance of an object at GenericAbility.Restored () [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at Persistence.RestoreObject (UnityEngine.GameObject restoredObj, Boolean delayed) [0x00000] in <filename unknown>:0 at Persistence.RestoreObject (UnityEngine.GameObject restoredObj) [0x00000] in <filename unknown>:0 at Persistence.Load () [0x00000] in <filename unknown>:0 at StoredCharacterInfo.RestoreCharacter (Boolean keepPacked) [0x00000] in <filename unknown>:0 at Stronghold.RestoreCompanionToNode (Guid guid, UnityEngine.GameObject point) [0x00000] in <filename unknown>:0 at CompanionStrongholdNode.ActivateNode (Guid companionGuid) [0x00000] in <filename unknown>:0 at CompanionStrongholdNode.PlaceCompanion () [0x00000] in <filename unknown>:0 at CompanionStrongholdNode.LevelLoaded (System.Object sender, System.EventArgs e) [0x00000] in <filename unknown>:0 at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at (wrapper delegate-invoke) System.EventHandler:invoke_void__this___object_EventArgs (object,System.EventArgs) at GameState.FinalizeLevelLoad () [0x00000] in <filename unknown>:0 UnityEngine.Debug:Internal_LogException(Exception, Object) UnityEngine.Debug:LogException(Exception) GameState:FinalizeLevelLoad() LevelStartWrapperExit:Update() I've tried disabling auto-level up, but that didn't help. Another interesting thing: I tried swapping Grieving Mother for Sha a few times and, after a couple of attempts, it started to show Sha as a Barbarian instead of a Cipher. If I just go straight to the party maintenance screen and attempt to add Sha (or any other character), I get: NullReferenceException: Object reference not set to an instance of an object at GenericAbility.Restored () [0x00000] in <filename unknown>:0 at (wrapper managed-to-native) System.Reflection.MonoMethod:InternalInvoke (object,object[],System.Exception&) at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 Rethrow as TargetInvocationException: Exception has been thrown by the target of an invocation. at System.Reflection.MonoMethod.Invoke (System.Object obj, BindingFlags invokeAttr, System.Reflection.Binder binder, System.Object[] parameters, System.Globalization.CultureInfo culture) [0x00000] in <filename unknown>:0 at System.Reflection.MethodBase.Invoke (System.Object obj, System.Object[] parameters) [0x00000] in <filename unknown>:0 at Persistence.RestoreObject (UnityEngine.GameObject restoredObj, Boolean delayed) [0x00000] in <filename unknown>:0 at Persistence.RestoreObject (UnityEngine.GameObject restoredObj) [0x00000] in <filename unknown>:0 at Persistence.Load () [0x00000] in <filename unknown>:0 at StoredCharacterInfo.RestoreCharacter (Boolean keepPacked) [0x00000] in <filename unknown>:0 at Stronghold.RestoreCompanion (Guid guid) [0x00000] in <filename unknown>:0 at Stronghold.CompanionActivation (Guid guid, Boolean active) [0x00000] in <filename unknown>:0 at UIPartyManager.Hide (Boolean forced) [0x00000] in <filename unknown>:0 at UIHudWindow.HideWindow (Boolean force) [0x00000] in <filename unknown>:0 I do not have either White March expansions installed, and I'd prefer not to be forced to purchase them to play the base game. In both errors above, the source seems to be attempting to load one of the characters from disk (StoredCharacteInfo.RestoreCharacter()). Based on prior comments, I'm assuming that's due to the introduction of WM2 abilities that the base game doesn't understand, resulting in an error. Would love to see a patch for this -- this is a breaking issue for me as I'd prefer not to play on with a subset of characters and never be able to swap them. output_log.txt
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