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The clans are dying out like flies, and after a few dozen hours of play, the world is pretty much depopulated!
So unplayable!
But the glow colors some factions get are BRUTALLY UGLY!
I am the one who commented on December 5th.
I would like to share information because I noticed something about the characteristics when the game crashes.
I played the game with this mod enabled:
- It works fine at first.
- As time passed in-game, the movement gradually became choppy.
- If the game progresses further, the game will crash.
- When I start the game with the same save file, it crashes at the same in-game time.
I tested it by turning on and off the functions in the mod.
Turning off "Anarchy rebellions" fixed this issue.
This is my guess.
Regarding the calculation of "Number of days after owner visit to keep order" when the number of characters in the game increases:
- The computational load may be very large?
- The reference destination may be null?
This comment may be wrong, but I hope it will help you solve the problem.
I really like this mod. I'm grateful to the creator of this mod.
At first, I too was having trouble with the game's random crashes. I then tried turning each mod on and off. As a result, I noticed that the random crashes did not occur only when I turned off the mod called "Hideout Plus". I think it takes a lot of patience to try each mod on and off. There may be other competing mods, but I hope this information is helpful.
Look at the old files
https://www.nexusmods.com/mountandblade2bannerlord/mods/968?tab=files
It looks like a "System.NullReferenceException" is occurring in "TaleWorlds.CampaignSystem.GameComponents.DefaultDiplomacyModel.GetRelationIncreaseFactor(Hero hero1, Hero hero2, float relationChange)".
Please update.
"Bannerload Crash Report" displayed the following error message:
(Sorry, there is a character limit so I will only post a portion.)
- Involved Modules and Plugins
From Highest Probability to Lowest:
Module Id: Separatism
Frame: void Separatism.ClanExtensions.ChangeKingdom(Clan clan, Kingdom newKingdom, bool rebellion)
Frame: Kingdom Separatism.Behaviours.AnarchyRebellionBehaviour.GoRebelKingdom(Clan clan, IEnumerable<Settlement> settlements)
Frame: void Separatism.Behaviours.AnarchyRebellionBehaviour.OnDailyTickClan(Clan clan)
I think it would be cool if people could modify the harshness of the rebellions, little percentage modifiers to make any issues more manageable.
Got a Discord server?
I'm just wondering because that mod has factions that can form and rebel, I don't know if they both use the same files etc