zztong Posted July 26, 2022 Share Posted July 26, 2022 (edited) Looking at @LaughingTear 's exception... Null Reference GetRandomPOINearTrader() called ValidPrefabForQuest() called CheckForPOILockouts() Looks like somebody was trying to get a quest from a Trader and while the game was checking to see if a POI was locked form some reason, I'm guessing while it was building a list of quests for the player to select from, some variable was still NULL. Speculating: perhaps there weren't enough POIs in range of the Trader at the current Tier? I can only guess as to what makes for a "locked" POI ... a landclaim block, a quest in progress, maybe? The NULL could come from something related to whatever represents "locked." I think somebody showed this exception before on the CP Discord. It sounds familiar. Edited July 26, 2022 by zztong (see edit history) Link to comment Share on other sites More sharing options...
LaughingTear Posted July 27, 2022 Share Posted July 27, 2022 10 hours ago, zztong said: Speculating: perhaps there weren't enough POIs in range of the Trader at the current Tier? There were enough tier 5 quests at the quest level up. I already did some tier 5 and haven't changed POIs either (base build etc.) Quote I can only guess as to what makes for a "locked" POI ... a landclaim block, My landclaim block is not on a POI, it's on a self built base somewhere on a clear field, so that's probably not the problem. Quote a quest in progress, maybe? Perhaps your theory could be just some kind of a "follow up Problem". I had to return to the trader for finishing a quest. But of course I couldn't return the quest, because I couldn't talk to the trader. When I tried "Show on Map" for the quest location (which of course should have been the trader) the game said something like "There's no location for this quest". But that was way after the error appeared for the first time. Is there some way for me to test your theory? Or is there some way to somehow "reset" a trader within a game like a console command or a cheat command? Just fishing for soultions... Thanks! LaughingTear Link to comment Share on other sites More sharing options...
zztong Posted July 27, 2022 Share Posted July 27, 2022 12 hours ago, LaughingTear said: Is there some way for me to test your theory? Or is there some way to somehow "reset" a trader within a game like a console command or a cheat command? Just fishing for soultions.. I don't know. Your observations shot holes in all my speculation. We know the game was trying to find a random POI near a trader, apparently selected one, and then was trying to see if it was valid for a quest, which involved checking to see if it was locked. We don't know what part of that process either turned up a NULL, or was given one by some other part of the code. There are console commands in Debug Mode related to Traders and Quests. I've not messed with them. You might observe something that way, such as maybe another exception, or that it comes up with an empty lists of quests, or who knows. Link to comment Share on other sites More sharing options...
LaughingTear Posted July 27, 2022 Share Posted July 27, 2022 2 hours ago, zztong said: There are console commands in Debug Mode related to Traders and Quests. I've not messed with them. You might observe something that way, such as maybe another exception, or that it comes up with an empty lists of quests, or who knows. Okay, I just experimented a bit with debug mode and after a few teleports and turning debug mode off and on again, I suddenly could talk to trader Rekt again. At the Admin Options (in DM) I selected "Reset Quests". I tried to talk to him, the error appeared again. Again I tried a teleport, turning on and off. I could talk to him again and selected "Restock Inventory". And for now I can talk to Rekt, select Tier 5 quests and trade. Looks like everything's back to normal - at least for now. I will watch closely what will happen. If the error reappears I will post the log again. Very, very strange... This game is full of surprises! BIG thanks for now!!! Link to comment Share on other sites More sharing options...
zztong Posted July 27, 2022 Share Posted July 27, 2022 32 minutes ago, LaughingTear said: Okay, I just experimented a bit with debug mode and after a few teleports and turning debug mode off and on again, I suddenly could talk to trader Rekt again. At the Admin Options (in DM) I selected "Reset Quests". I tried to talk to him, the error appeared again. Again I tried a teleport, turning on and off. I could talk to him again and selected "Restock Inventory". And for now I can talk to Rekt, select Tier 5 quests and trade. Looks like everything's back to normal - at least for now. I will watch closely what will happen. If the error reappears I will post the log again. Interesting. I've got no guess as to why Restocking Inventory might affect anything related to selecting quests. I suspect its a coincidence and that this time it just picked POIs that aren't the problem, but I'm just guessing. If I try to guess as to what information would be involved in Checking a POI for Lockouts, I'd think it would be information about the POI's location, the location of any land claim blocks relative to the POI's location, maybe the presence of a backpack, and any existing quest states. Maybe a POI with a failed quest would still be locked until some cleanup event? Or, there was only partial cleanup happened? Did you ever exit the game on a POI while you were working a quest? Or, similarly, get disconnected from a server while in the middle of a quest? I'd think all of that would come from World files, not the POI files that CP would provide to RWG or that would be involved in refreshing a world's POI back to some state at the start of a quest. That is, I can't think of why if a designer placed a chest in the living room (or something like that) might lead to this error, but reality is a wild and wonderful place. Link to comment Share on other sites More sharing options...
LaughingTear Posted July 27, 2022 Share Posted July 27, 2022 6 hours ago, zztong said: If I try to guess as to what information would be involved in Checking a POI for Lockouts, I'd think it would be information about the POI's location, the location of any land claim blocks relative to the POI's location, maybe the presence of a backpack, and any existing quest states. Maybe a POI with a failed quest would still be locked until some cleanup event? Or, there was only partial cleanup happened? Did you ever exit the game on a POI while you were working a quest? Or, similarly, get disconnected from a server while in the middle of a quest? Well, I died two or three times during the tier 5 quests, but I can't remember exiting a game or crashing while on a quest. And since it happened the second time on a a world/savegame in A20 it would be one hell of a coincidence. Quote I'd think all of that would come from World files, not the POI files that CP would provide to RWG or that would be involved in refreshing a world's POI back to some state at the start of a quest. That is, I can't think of why if a designer placed a chest in the living room (or something like that) might lead to this error, but reality is a wild and wonderful place. Word! Link to comment Share on other sites More sharing options...
DEAk0n Posted July 31, 2022 Share Posted July 31, 2022 Let's just say, for the sake of argument, that I play 7D2D on Linux. Let's also assume that I'd like to use the Compopack with my game... And, I'd like to customize my Compopack components, like what can be done with Infinity... How would I do that? Infinity throws an "Illegal address" error when I try and run it with WINE, and for the life of me, I cannot find any "manual instructions" for customizing my Compopack install without Infinity. Any and all advice would be appreciated. Link to comment Share on other sites More sharing options...
stallionsden Posted July 31, 2022 Author Share Posted July 31, 2022 1 hour ago, DEAk0n said: Let's just say, for the sake of argument, that I play 7D2D on Linux. Let's also assume that I'd like to use the Compopack with my game... And, I'd like to customize my Compopack components, like what can be done with Infinity... How would I do that? Infinity throws an "Illegal address" error when I try and run it with WINE, and for the life of me, I cannot find any "manual instructions" for customizing my Compopack install without Infinity. Any and all advice would be appreciated. Infinity needs the users/username/appdata/roaming/7daystodie path and the path to your prefabs folder. I don't know Linux however it mainly is the spelling as long as it is correct. Now if you run 7dtd from a shortcut you maybe missing the folders that also should Be in your appdata. So if that the case run the game from steam then you can exit out and try infinity again. Link to comment Share on other sites More sharing options...
DEAk0n Posted July 31, 2022 Share Posted July 31, 2022 1 hour ago, stallionsden said: Infinity needs the users/username/appdata/roaming/7daystodie path and the path to your prefabs folder. I don't know Linux however it mainly is the spelling as long as it is correct. Now if you run 7dtd from a shortcut you maybe missing the folders that also should Be in your appdata. So if that the case run the game from steam then you can exit out and try infinity again. So... I'm not sure you understand my question. I'm not looking to run Infinity, through WINE. Like I said, it just throws an "illegal address" error, and closes. I play the Linux native version of 7D2D (which, BTW, runs perfectly), and I would like to use a customized version of the Compopack, like what you can achieve with Infinity. Mostly I just want to remove the RWG chance of Asiatown and Medieval Village... For now... But, I cannot figure out how to customize the Compopack, **without** using Infinity, which like I said earlier, doesn't work with WINE... Or natively in Linux either. Link to comment Share on other sites More sharing options...
stallionsden Posted July 31, 2022 Author Share Posted July 31, 2022 6 minutes ago, DEAk0n said: So... I'm not sure you understand my question. I'm not looking to run Infinity, through WINE. Like I said, it just throws an "illegal address" error, and closes. I play the Linux native version of 7D2D (which, BTW, runs perfectly), and I would like to use a customized version of the Compopack, like what you can achieve with Infinity. Mostly I just want to remove the RWG chance of Asiatown and Medieval Village... For now... But, I cannot figure out how to customize the Compopack, **without** using Infinity, which like I said earlier, doesn't work with WINE... Or natively in Linux either. OK the illegal address is cause of the things I mentioned. But if you don't want Asia town medieval then you simply open up the prefabs folder and remove the Asia town and medieval folders. Then open up the config/rwgmixer and remove any lines relating to these settlements. Each settlement is separated for ease. Should be 1 in each of the world sizes and a section below these. Link to comment Share on other sites More sharing options...
DEAk0n Posted July 31, 2022 Share Posted July 31, 2022 15 minutes ago, stallionsden said: OK the illegal address is cause of the things I mentioned. But if you don't want Asia town medieval then you simply open up the prefabs folder and remove the Asia town and medieval folders. Then open up the config/rwgmixer and remove any lines relating to these settlements. Each settlement is separated for ease. Should be 1 in each of the world sizes and a section below these. Ah! Ok. I was wondering if it was that easy. Thank you for the info! 1 Link to comment Share on other sites More sharing options...
stallionsden Posted August 2, 2022 Author Share Posted August 2, 2022 (edited) On 7/28/2022 at 8:29 AM, LaughingTear said: Well, I died two or three times during the tier 5 quests, but I can't remember exiting a game or crashing while on a quest. And since it happened the second time on a a world/savegame in A20 it would be one hell of a coincidence. Word! Hi Have fixed the trader radial nre. Download links have been updated and a new world will neednto ne generated. Apologies for the inconvenience. (Note: you may or may not get the nre. It only occurred when you got to t5 quests. ) Edited August 3, 2022 by stallionsden (see edit history) 1 Link to comment Share on other sites More sharing options...
LaughingTear Posted August 3, 2022 Share Posted August 3, 2022 21 hours ago, stallionsden said: Ho Have fixed the trader radial nre. Download links have been updated and a new world will neednto ne generated. Apologies for the inconvenience. (Note: you may or may not get the nre. It only occurred when you got to t5 quests. ) Wow, great! No apologies needed, of course. Great work! I will test it on my next world. Thanks again for all your efforts!!! LaughingTear 1 Link to comment Share on other sites More sharing options...
Roland Posted August 4, 2022 Share Posted August 4, 2022 Please do not clutter this thread with debates and arguments about the TOS change. You may open a separate thread either in General Discussions or Modding Requests and Discussions to discuss this in a civil manner. For reasons exactly like this one, mod thread authors always have last say on what stays or gets deleted in their threads in order to keep them clear of pages of arguing that people who may need support would have to wade through. Thanks! 1 Link to comment Share on other sites More sharing options...
stallionsden Posted August 4, 2022 Author Share Posted August 4, 2022 (edited) Hi all To alleviate any concerns you have with your current game/overhaul play thru. You do not have to remove CP from any mod or overhaul you are currently playing and any future updates will not break your game. Further updates will follow. Thank you. Currently fixing the miscommunication Edited August 4, 2022 by stallionsden (see edit history) 2 Link to comment Share on other sites More sharing options...
stallionsden Posted August 5, 2022 Author Share Posted August 5, 2022 "We are taking Roland's suggestion about changing the tos mid alpha, and are returning our tos to it's original form in that overhauls can use the pack as they see fit and make it fit their overhaul to their liking as well as private use and server use and the cp team will re address it when a21 is released. I apologize for any confusion this has caused, and our primary goal will always be to be a community driven project". 6 Link to comment Share on other sites More sharing options...
Guppycur Posted August 5, 2022 Share Posted August 5, 2022 Awesome. 3 Link to comment Share on other sites More sharing options...
Xandra Posted August 11, 2022 Share Posted August 11, 2022 On 5/12/2022 at 3:03 PM, stallionsden said: Hi Dan Yes link is good. You need to allow dms in your privacy and settings - allow direct messages from server members and phone verified with discord. Hello I too am trying to join the CP Discord and am getting the same message. I have verified my phone and allowed direct messages from server members. Any other suggestions would be appreciated! Link to comment Share on other sites More sharing options...
stallionsden Posted August 17, 2022 Author Share Posted August 17, 2022 20.6 stable is here and even tho the pois fully work in the old location. It is best we get use to the new location. New location is - C:\users\username\appdata\roaming\7daystodie\localprefabs. Simply dragging the prefab folders across is sufficient. Infinity users will have to do this manually until infinity is updated. Link to comment Share on other sites More sharing options...
slackjaw Posted August 17, 2022 Share Posted August 17, 2022 3 hours ago, stallionsden said: 20.6 stable is here and even tho the pois fully work in the old location. It is best we get use to the new location. New location is - C:\users\username\appdata\roaming\7daystodie\localprefabs. Simply dragging the prefab folders across is sufficient. Infinity users will have to do this manually until infinity is updated. What about servers? Any special instructions? I noticed mine got all fuggered up with the patch Link to comment Share on other sites More sharing options...
stallionsden Posted August 17, 2022 Author Share Posted August 17, 2022 24 minutes ago, slackjaw said: What about servers? Any special instructions? I noticed mine got all fuggered up with the patch Which server do you run thru. What error message/s you getting. I use serverblend and they have a userdatafolder location via ftp. Link to comment Share on other sites More sharing options...
stallionsden Posted August 17, 2022 Author Share Posted August 17, 2022 (edited) also rented server or dedi. Dedi (tfp have added in what is needed) - The UDF can also be set in the serverconfig.xml file. Format: <property name="UserDataFolder" value="<YOUR_SERVER_DRIVE_LOCATION><YOUR_SERVER_FOLDER_PATH><YOUR_FOLDER_LOCATION>" /> Example: <property name="UserDataFolder" value="C:\MyServer\Users\TFP\123456\MyDediSaves" /> For Rented Servers still am working on that one. it should still work in the old spot to play tho. Your rented server should have a userdatafdolder with the change to the mods folder location in previous alpha 20 interation. you create a LocalPrefabs Folder within it and then add your custom Pois there. Edited August 17, 2022 by stallionsden (see edit history) Link to comment Share on other sites More sharing options...
slackjaw Posted August 17, 2022 Share Posted August 17, 2022 8 hours ago, stallionsden said: Which server do you run thru. What error message/s you getting. I use serverblend and they have a userdatafolder location via ftp. I use nitrado. I dont see a userdata folder only a regular data folder using ftp. This is the error im getting on all pois 2022-08-17T10:13:30 312.170 ERR Prefab loading failed. Prefab 'xcostum_Chernobyl(by_Maz_Burt)' does not exist! 2022-08-17T10:13:30 312.170 WRN Could not load prefab 'xcostum_Chernobyl(by_Maz_Burt)'. Skipping it Link to comment Share on other sites More sharing options...
slackjaw Posted August 17, 2022 Share Posted August 17, 2022 7 hours ago, stallionsden said: also rented server or dedi. Dedi (tfp have added in what is needed) - The UDF can also be set in the serverconfig.xml file. Format: <property name="UserDataFolder" value="<YOUR_SERVER_DRIVE_LOCATION><YOUR_SERVER_FOLDER_PATH><YOUR_FOLDER_LOCATION>" /> Example: <property name="UserDataFolder" value="C:\MyServer\Users\TFP\123456\MyDediSaves" /> For Rented Servers still am working on that one. it should still work in the old spot to play tho. Your rented server should have a userdatafdolder with the change to the mods folder location in previous alpha 20 interation. you create a LocalPrefabs Folder within it and then add your custom Pois there. I did just check my prefab folder an all the combo pois were just not there for some reason after the update? Thats probably why im getting these errors lol. Nitrado is so weird sometimes. Ill put em back in and ill let you know how it goes thank you for the help! Link to comment Share on other sites More sharing options...
slackjaw Posted August 19, 2022 Share Posted August 19, 2022 On 8/17/2022 at 7:00 AM, stallionsden said: also rented server or dedi. Dedi (tfp have added in what is needed) - The UDF can also be set in the serverconfig.xml file. Format: <property name="UserDataFolder" value="<YOUR_SERVER_DRIVE_LOCATION><YOUR_SERVER_FOLDER_PATH><YOUR_FOLDER_LOCATION>" /> Example: <property name="UserDataFolder" value="C:\MyServer\Users\TFP\123456\MyDediSaves" /> For Rented Servers still am working on that one. it should still work in the old spot to play tho. Your rented server should have a userdatafdolder with the change to the mods folder location in previous alpha 20 interation. you create a LocalPrefabs Folder within it and then add your custom Pois there. Update now that I moved them all back via tfp im actually getting a different error message on all combo pois. Any ideas? 2022-08-18T15:19:47 295.850 ERR Skipping loading of active block data for xcostum_Chernobyl(by_Maz_Burt) because of the following exception: 2022-08-18T15:19:47 295.851 EXC Object reference not set to an instance of an object at Prefab.readTriggerData (PooledBinaryReader _br) [0x000cb] in <5135e30b517b4368a94317ce6e11f1c3>:0 UnityEngine.StackTraceUtility:ExtractStringFromException(Object) Log:Exception(Exception) Prefab:readTriggerData(PooledBinaryReader) Prefab:loadBlockData(AbstractedLocation, Boolean, Boolean, Boolean, Boolean) Prefab:Load(AbstractedLocation, Boolean, Boolean, Boolean, Boolean) Prefab:Load(String, Boolean, Boolean, Boolean, Boolean) DynamicPrefabDecorator:GetPrefab(String, Boolean, Boolean, Boolean) DynamicPrefabDecorator:GetPrefabRotated(String, Int32, Boolean, Boolean, Boolean) <Load>d__21:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) 2022-08-18T15:19:48 296.495 INF Started thread GenerateChunks 2022-08-18T15:19:52 300.781 INF Calculating world hashes took 4213 ms (world size 286 MiB) 2022-08-18T15:19:52 300.793 WRN No hashes for world 2022-08-18T15:19:52 300.795 INF Processing world files IOException: Sharing violation on path C:\SERVICES\ni7564726_2_SHARE\ftproot\7daystodie\Data\Worlds\Muscle Tribe Valley\dtm_processed.raw at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share, System.Int32 bufferSize, System.Boolean anonymous, System.IO.FileOptions options) [0x0019e] in <695d1cc93cca45069c528c15c9fdd749>:0 at System.IO.FileStream..ctor (System.String path, System.IO.FileMode mode, System.IO.FileAccess access, System.IO.FileShare share) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 at (wrapper remoting-invoke-with-check) System.IO.FileStream..ctor(string,System.IO.FileMode,System.IO.FileAccess,System.IO.FileShare) at System.IO.File.OpenRead (System.String path) [0x00000] in <695d1cc93cca45069c528c15c9fdd749>:0 at IOUtils+<CalcCrcCoroutine>d__4.MoveNext () [0x0002b] in <5135e30b517b4368a94317ce6e11f1c3>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <544fca0986d54eca88fc7c56e2a8b4b4>:0 Link to comment Share on other sites More sharing options...
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