Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem








Retalented - Save/Load null reference exception in GetUnlockedTalentsInTree
Hungry Europans - Save/Load crash on load
Exception: Object reference not set to an instance of an object. (System.NullReferenceException)
Target site: Boolean <GetUnlockedTalentsInTree>b__0_0(Barotrauma.Identifier)
Stack trace:
at CrossClass.CharacterInfo_Patches.<>c.<GetUnlockedTalentsInTree>b__0_0(Identifier t)
at System.Linq.Enumerable.WhereEnumerableIterator`1.MoveNext()
at System.Collections.Generic.List`1.AddRange(IEnumerable`1 collection)
at CrossClass.CharacterInfo_Patches.GetUnlockedTalentsInTree(CharacterInfo __instance, IEnumerable`1& __result)
at DMD<DMD<>?60852964::Barotrauma.CharacterInfo::GetUnlockedTalentsInTree>(CharacterInfo this)
at SyncProxy<System.Collections.Generic.IEnumerable`1[[Barotrauma.Identifier, BarotraumaCore, Version=1.0.0.0, Culture=neutral, PublicKeyToken=null]] Barotrauma.CharacterInfo:GetUnlockedTalentsInTree()>(CharacterInfo )
at Barotrauma.CharacterInfo.GetAvailableTalentPoints() in <DEV>\Barotrauma\BarotraumaShared\SharedSource\Characters\CharacterInfo.cs:line 1480
at Barotrauma.GameSession.UpdateTalentNotificationIndicator(GUIImage indicator) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\GameSession\GameSession.cs:line 230
at Barotrauma.GameSession.UpdateProjSpecific(Single deltaTime) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\GameSession\GameSession.cs:line 262
at Barotrauma.GameSession.Update(Single deltaTime) in <DEV>\Barotrauma\BarotraumaShared\SharedSource\GameSession\GameSession.cs:line 1011
at Barotrauma.GameScreen.Update(Double deltaTime) in <DEV>\Barotrauma\BarotraumaShared\SharedSource\Screens\GameScreen.cs:line 158
at Barotrauma.GameMain.Update(GameTime gameTime) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\GameMain.cs:line 996
at Microsoft.Xna.Framework.Game.Tick() in C:\Users\joona\Documents\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 500
at Microsoft.Xna.Framework.SdlGamePlatform.RunLoop() in C:\Users\joona\Documents\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\SDL\SDLGamePlatform.cs:line 94
at Microsoft.Xna.Framework.Game.Run(GameRunBehavior runBehavior) in C:\Users\joona\Documents\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 397
at Microsoft.Xna.Framework.Game.Run() in C:\Users\joona\Documents\Barotrauma-development\Libraries\MonoGame.Framework\Src\MonoGame.Framework\Game.cs:line 367
at Barotrauma.Program.Main(String[] args) in <DEV>\Barotrauma\BarotraumaClient\ClientSource\Program.cs:line 61
I restarted the game, removed and reinstalled the mod, and put it first in the mod priority list, and nothing.
I tested your mod and found a problem: when taking the talent of the Assistant "Graduation Ceremony" you get a random tree of talents of a different class.
At the same time, if this class was taken early like cross class, the next 6 levels (number of perks received) I did not receive talent points. If there were already free talent points, then they will spend when switching to the class where you received the Tree.
I am playing a modded multiplayer campaign and everyone other than the host is receiving a visual glitch in the character menu like this
https://imgur.com/a/mUysmPB
I don't know if this is an issue caused by Cross Class, but has anyone else experienced anything like this? I can post our full mod list if needed.
Edit: Oh, I just saw the post that recognizes this bug. Disregard please.