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When: 2264
Right after galactic community is formed and if I try to select galactic senate.
And Game.TXT
and
Application: Stellaris
Version: 3.8.4
Date/Time: 2023-06-21 20:23:09
Unhandled exception C0000005 (EXCEPTION_ACCESS_VIOLATION) at address 0x00007FF7ED4CE350
Stack Trace:
1 stellaris.exe PHYSFS_swapSLE64 (+ 2574336)
2 stellaris.exe PHYSFS_swapSLE64 (+ 6095095)
3 stellaris.exe PHYSFS_swapSLE64 (+ 6046104)
4 stellaris.exe PHYSFS_swapSLE64 (+ 6797766)
5 stellaris.exe PHYSFS_swapSLE64 (+ 19657281)
6 stellaris.exe PHYSFS_swapSLE64 (+ 332236)
7 stellaris.exe PHYSFS_swapSLE64 (+ 1169882)
8 stellaris.exe PHYSFS_swapSLE64 (+ 19586113)
9 stellaris.exe PHYSFS_swapSLE64 (+ 19587448)
10 stellaris.exe (function-name not available) (+ 0)
11 stellaris.exe (function-name not available) (+ 0)
12 stellaris.exe PHYSFS_writeUBE64 (+ 4974258)
13 stellaris.exe PHYSFS_writeUBE64 (+ 4725374)
14 KERNEL32.DLL BaseThreadInitThunk (+ 29)
15 ntdll.dll RtlUserThreadStart (+ 40)
16 ntdll.dll RtlUserThreadStart (+ 40)
https://drive.google.com/drive/folders/1CKVJgTmesJC6SV_nKOgGGAZXhffGtoWt?usp=sharing
Asari
Ancient Technosethi
Popular Republic of Mil'Feldrak
Syldeacorp
Coalition of Humankind
Vutuan Enterprises
Valaxtoan Savants
Ahhan Company
Trading Union of Ewith
Matahoran Corporation
Human Cooperative
I can also see that several empires are able to join before the game crashes when I have the window open sometimes. Other times, it will crash anyways. I'll have to do some serious digging to figure out what is happening here, because there's an empire in your game that is causing problems. Need to figure out which empire that is, then what the problem is.
I don't have a fast fix for this, and Stellaris makes it outrageously hard to isolate an issue. Fixing this will take a ton of effort.
If you want to assist me in actually isolating the error (assuming I don't wake up and do it myself beforehand), you can do what I'd do to isolate which it is:
Knowing which file has the erroneous resolution is the first step. Once that's been found, I can then isolate which resolution it is within that file, then subsequently fix it.
I apologize for how inconvenient this all must be. It's still a beta! But that's why I released it, so I could find and fix issues exactly like this one. I appreciate your willingness to go as far as you have already, and don't expect anything more if you want to just remove the resolutions and continue your game.
The mod was attempting to call triggers from Scripted Trigger Undercoat when the AI was evaluating whether it should propose a resolution. If a trigger doesn't exist, then it will crash the game. This is why so many mods, such as Merger of Rules, use placeholders that other mods overwrite so the game does not crash.
I double-checked all of the triggers being used in the mod to the ones in Scripted Trigger Undercoat. All of them were valid, and there were no errors in Scripted Trigger Undercoat. So I did not understand why it was failing. Then it occurred to me that mods would overwrite the Scripted Trigger Undercoat methods in order to add their functionality, such as how Organic Zealots adds their civic to "is_homicidal" to make it functional with everything.
Turns out, Origins of Civilization 3.6 is in this collection, and has a small little 1KB file in the scripted triggers called "00_undercoat_triggers.txt", precisely the same name as the one Scripted Trigger Undercoat does. Since it had the same name, it overwrote all of them and replaced it with it's own contents. In this case, it deleted basically all the triggers in that file. Meaning there is probably *way* more that could have crashed than just this.
The mod has not been updated since 2022, so I should have known not to use it. The comments literally has a link to the updated version. I just derped and was using the old version for whatever reason. I'll be updating it to the 3.7 version, which I've reviewed and know will not have the same issue. It will be changed in version 8 of the collection, which I'm currently working to release as soon as I'm confident it is reasonably stable. It will include new merges for all diplomatic actions (truces, defensive pacts, trade deals, etc.). The major change here is that it will enable the Expanded Gestalts Mutualistic civics to work properly and form trade deals/do diplomacy as it states. I've also started merging the resolutions from the 3 galactic community mods (EED, MECR, NGS), so there will be a few that are updated for that.
In the error file
There is more in that file, but nonetheless. Hope this helps.
If you’re interested in looking
https://i.imgur.com/TOODMsf.jpeg
This was on a merged version of v8, which I merged and played on immediately before exporting in Irony for upload here.
If you played for a while and got a new crash, then that would need to be addressed of course. But the exception from the more recent report was an identical error to the previous one, which makes me suspect something may have gone wrong with updating the collection. Either way, when I can access the save I'll take a closer look, same as before. We'll get this sorted.