March 4, 20169 yr I'm not sure as to the steps needed to reproduce -- obviously the fight against Raedric had just ended, but it started infinitely stacking a good five or ten seconds before this. Pallegina called the last three or so Fampyrs (and herself, obviously). My log is attached. The following NRE seems relevant (it repeats a bunch in my log). I'm not sure why Sacred Immolation worked fine for most of its duration before going wacky though. NullReferenceException at (wrapper managed-to-native) UnityEngine.GameObject:get_transform () at GameUtilities.FindParentWithComponent[CharacterStats] (UnityEngine.GameObject child) [0x00000] in <filename unknown>:0 at StatusEffect.Create (UnityEngine.GameObject owner, .StatusEffectParams param, AbilityType abType, .DamageInfo hitInfo, Boolean deleteOnClear, Single durationOverride) [0x00000] in <filename unknown>:0 at StatusEffect.CreateChild (UnityEngine.GameObject owner, .StatusEffectParams param, AbilityType abType, .DamageInfo hitInfo, Boolean deleteOnClear, Single durationOverride) [0x00000] in <filename unknown>:0 at StatusEffect.CreateChild (UnityEngine.GameObject owner, .StatusEffectParams param, AbilityType abType, .DamageInfo hitInfo, Boolean deleteOnClear) [0x00000] in <filename unknown>:0 at StatusEffect.WhenHit (UnityEngine.GameObject attacker, UnityEngine.GameObject enemy, .DamageInfo damage) [0x00000] in <filename unknown>:0 at CharacterStats.TriggerWhenHit (UnityEngine.GameObject attacker, .DamageInfo damage) [0x00000] in <filename unknown>:0 at AttackAOE.OnImpactShared (UnityEngine.GameObject self, Vector3 hitPosition, UnityEngine.GameObject excludedObject) [0x00000] in <filename unknown>:0 at AttackAOE.OnImpactShared (UnityEngine.GameObject self, Vector3 hitPosition, UnityEngine.GameObject excludedObject) [0x00000] in <filename unknown>:0 at AttackAOE.OnImpactShared (UnityEngine.GameObject self, Vector3 hitPosition, UnityEngine.GameObject excludedObject) [0x00000] in <filename unknown>:0 at AttackAOE.OnImpact (UnityEngine.GameObject self, Vector3 hitPosition) [0x00000] in <filename unknown>:0 at AttackPulsedAOE.Pulse (UnityEngine.GameObject self, Vector3 hitPosition) [0x00000] in <filename unknown>:0 at Projectile.Update () [0x00000] in <filename unknown>:0 output_log.txt Edited March 5, 20169 yr by lantzk
March 4, 20169 yr Author You will also notice that Wall of Many Colors has stacked with itself a number of times as well. The below repeats throughout the log. PX2_Wall_of_Many_Colors_Trap(Clone) doesn't have a health and/or CharacterStats component. Unable to apply status effect! (Filename: C:/buildslave/unity/build/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 56) Lastly, it's interesting to note how large my log has gotten since reinstalling the game (which I did a few days ago at Aarik's behest). This is a clean install done with the 3.01 exes available on GOG.
March 5, 20169 yr I'm not sure as to the steps needed to reproduce -- obviously the fight against Raedric had just ended, but it started infinitely stacking a good five or ten seconds before this she. Pallegina called the last three or so Fampyrs (and herself, obviously). My log is attached. The following NRE seems relevant (it repeats a bunch in my log). I'm not sure why Sacred Immolation worked fine for most of its duration before going wacky though. NullReferenceException at (wrapper managed-to-native) UnityEngine.GameObject:get_transform () at GameUtilities.FindParentWithComponent[CharacterStats] (UnityEngine.GameObject child) [0x00000] in <filename unknown>:0 at StatusEffect.Create (UnityEngine.GameObject owner, .StatusEffectParams param, AbilityType abType, .DamageInfo hitInfo, Boolean deleteOnClear, Single durationOverride) [0x00000] in <filename unknown>:0 at StatusEffect.CreateChild (UnityEngine.GameObject owner, .StatusEffectParams param, AbilityType abType, .DamageInfo hitInfo, Boolean deleteOnClear, Single durationOverride) [0x00000] in <filename unknown>:0 at StatusEffect.CreateChild (UnityEngine.GameObject owner, .StatusEffectParams param, AbilityType abType, .DamageInfo hitInfo, Boolean deleteOnClear) [0x00000] in <filename unknown>:0 at StatusEffect.WhenHit (UnityEngine.GameObject attacker, UnityEngine.GameObject enemy, .DamageInfo damage) [0x00000] in <filename unknown>:0 at CharacterStats.TriggerWhenHit (UnityEngine.GameObject attacker, .DamageInfo damage) [0x00000] in <filename unknown>:0 at AttackAOE.OnImpactShared (UnityEngine.GameObject self, Vector3 hitPosition, UnityEngine.GameObject excludedObject) [0x00000] in <filename unknown>:0 at AttackAOE.OnImpactShared (UnityEngine.GameObject self, Vector3 hitPosition, UnityEngine.GameObject excludedObject) [0x00000] in <filename unknown>:0 at AttackAOE.OnImpactShared (UnityEngine.GameObject self, Vector3 hitPosition, UnityEngine.GameObject excludedObject) [0x00000] in <filename unknown>:0 at AttackAOE.OnImpact (UnityEngine.GameObject self, Vector3 hitPosition) [0x00000] in <filename unknown>:0 at AttackPulsedAOE.Pulse (UnityEngine.GameObject self, Vector3 hitPosition) [0x00000] in <filename unknown>:0 at Projectile.Update () [0x00000] in <filename unknown>:0 Hey lantzk, Whenever I see that code, that usually means users need to verify their game cache, or in your case, uninstall and reinstall. 99% of the time, it fixes the issue. Sorry man! Let me know if it works. Thanks! Obsidian Discord || Grounded Discord
Create an account or sign in to comment