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The output log

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more than 25.000 times:

 

NullReferenceException: Object reference not set to an instance of an object
  at Game.AI.AIActionSelection.GetPrimaryAttackDefaultTarget (System.Collections.Generic.List`1 potentialTargets, Boolean reevaluatePrimaryAttack) [0x00000] in <filename unknown>:0
  at Game.AI.AIActionSelection.SelectDefaultAction (Boolean reevaluatePrimaryAttack) [0x00000] in <filename unknown>:0
  at Game.AI.AIActionSelection.SelectAction (Game.AIController aiController, Boolean reevaluatePrimaryAttack, Boolean isDebugCall) [0x00000] in <filename unknown>:0
  at Game.AI.SelectActionState.OnFirstUpdate () [0x00000] in <filename unknown>:0
  at Onyx.AIBehavior.Update (Boolean isGamePaused) [0x00000] in <filename unknown>:0
  at Onyx.AIBehaviorStack.UpdateWhenPaused () [0x00000] in <filename unknown>:0
  at Game.AIController.OnyxUpdate () [0x00000] in <filename unknown>:0
  at Onyx.OnyxBehavior.Update () [0x00000] in <filename unknown>:0
 
(Filename:  Line: -1)

 

How the heck want the programmer get to the root cause with such an empty stacktrace?

 

And I also get generally these (and a few missing things lines, but i blame that on the beta status and and unclean cutoff):

 

 

Serialization depth limit 7 exceeded at 'Node.NodeZoneObject'. There may be an object composition cycle in one or more of your serialized classes.

Serialization hierarchy:
8: Node.NodeZoneObject
7: NodeLink.NodeLinkedTo
6: Node.LinkedNodes
5: NodeLink.NodeLinkedTo
4: Node.LinkedNodes
3: NodeLink.NodeLinkedTo
2: Node.LinkedNodes
1: Game::ZoneGraph.m_graphNodes
0: Game::ZoneManager.m_zoneGraph

 
(Filename:  Line: 84)

 

 

ERROR: Vendor 'Store_CityMap_Tikawara' has no game data.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

ERROR: Vendor 'Store_CityMap_Takuro' has no game data.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

ERROR: Vendor 'Store_CityMap_Dunnage' has no game data.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

ERROR: LevelInfo for Assets/Art/Level/ZN_02_Poko_Kohara/AR_0201_Desert_Island_Ext/ is missing a shadow map.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

Fog of War: Failed to read file E:/GOG Games/Pillars of Eternity II Deadfire/PillarsOfEternity2_Data\exported/design/fogofwar/ar_0201_desert_island_ext.los. See the following exception.
 
(Filename: C:/buildslave/unity/build/artifacts/generated/common/runtime/DebugBindings.gen.cpp Line: 51)

IndexOutOfRangeException: Array index is out of range.
  at (wrapper stelemref) object:stelemref (object,intptr,object)
  at Game.FogOfWarLOS.ReadVertData (System.IO.BinaryReader reader, Game.FogOfWarLOS data, Int32 maxVerts, Boolean isBackside) [0x00000] in <filename unknown>:0
  at Game.FogOfWarLOS.Load (System.String filename) [0x00000] in <filename unknown>:0
UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Game.FogOfWarLOS:Load(String)
Game.FogOfWar:OnyxStart()
Onyx.OnyxBehavior:Start()
 
(Filename:  Line: -1)

Failed to load fog of war line of sight data.

 

 

The stack overflow is new:

 

StackOverflowException: The requested operation caused a stack overflow.
  at Game.StatusEffectTextUtility.ListToString (StatusEffectListFormatProvider formatProvider, IEnumerable`1 statusEffects) [0x00000] in <filename unknown>:0
  at Game.StatusEffectTextUtility.ListToString (StatusEffectListFormatProvider formatProvider, IEnumerable`1 statusEffects) [0x00000] in <filename unknown>:0
  at Game.StatusEffectTextUtility.FormatSubEffects (StatusEffectFormatProvider formatProvider, Game.GameData.StatusEffectGameData gameData, System.String additionalFormatCall) [0x00000] in <filename unknown>:0
  at Game.StatusEffectTextUtility.GetDisplayString (StatusEffectFormatProvider formatProvider, IStatusEffectDisplayCommon statusEffect) [0x00000] in <filename unknown>:0
  at Game.GameData.StatusEffectGameData.GetDisplayString (StatusEffectFormatProvider formatProvider) [0x00000] in <filename unknown>:0
[…]

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
Game.AttackBase:PostAttackMessages(DamageInfo, IList`1, Boolean, String, String)
Game.AttackBase:PostAttackMessages(DamageInfo, IList`1, Boolean)
Game.AttackBase:ApplyEffects(GameObject)
Game.AttackBase:ImpactImpl()
Game.AttackMelee:ImpactImpl()
Game.AttackBase:ImpactHelper()
Game.AttackBase:Impact()
Game.AttackBase:HitFrameImpl()
Game.AttackBase:HitFrame()
Game.AI.AttackIntroState:AttackHitFrame()
Game.AI.CastIntroState:AttackHitFrame()
Game.AI.AttackIntroState:OnEventHit(Object, EventArgs)
Game.AnimationController:AnimEventHit(AnimationEvent)
 
(Filename:  Line: -1)

 

 

 

Hmm, interesting. More that 25k times sounds unfun. Thanks for the post! This is just a copy+paste from the .log file yes? I'll make sure to get in it for the devs to check out.

 

You the best,

 

-Caleb

I like big bugs and I cannot lie...

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