Jump to content

Lots of NullReferenceException


Recommended Posts

19 hours ago, chateaudav said:

So... i have spotted that it may be related to FAR or USI-LS, and i asked in the mod's topics.

That is indeed the place to ask :)

The NREs from FAR may well be fixed. Grab that PR and give it a spin, assuming you can git and build.

As for USI-LS, there have been no updates since February and the latest supported KSP version is 1.6.1. Expect things to be broken until @RoverDude gets around to updating it.
That said, others have reported that it does indeed work with 1.7.x. Make sure all the dependencies are up to date (i.e. not the versions bundled with USI-LS).
CommunityResourcePack springs to mind, it looks like you're running v1.0, which is for KSP 1.5.x. CRP v1.1 for 1.6.x can be found here.

Ed. Here's a quick compile of parachutingturtle's FAR fork, which includes the fix I mentioned. I'm too lazy to test it beyond "loads in game" myself though. Replace installed dlls in plugins directory, usual stuff.
Let me know if it makes the NREs go away.

Edited by steve_v
Link to comment
Share on other sites

So.... FAR is OK with the PR and dlls.

USI-LS is quite ok. It works but i have some #autoloc_501210... maybe something is still missing but i habe updated the CRP. Almost ok.

What about this strange autoloc ?

Edited by chateaudav
Link to comment
Share on other sites

4 hours ago, chateaudav said:

So.... FAR is OK with the PR and dlls.

Excellent. Hopefully that fix will make it to a release soon.

4 hours ago, chateaudav said:

i have some #autoloc_501210... maybe something is still missing but i habe updated the CRP.

CRP update fixed the NRE spam then? good, thought that might be it.

#autoloc_foo showing up usually means that a mod doesn't have dictionary entries for it's custom text in your language, or that one of the dictionary files or the references to it in a part .cfg are corrupt somehow.
Where exactly are you seeing these?

A quick grep of my GameData yields:

$ grep -R '#autoloc_501210' *
Squad/Localization/dictionary.cfg:              #autoLOC_501210 = Thunderbird

So it's a stock translation entry (at least for en-us language), and none of the mods I have installed use it. I suggest you do a similar search to see if a) You have an equivalent entry for your language in dictionary.cfg and b) Which of your mods if any are referencing it. Try astrogrep or findstr for a Windoze equivalent to grep.

Edited by steve_v
Link to comment
Share on other sites

I learnt a lot going to that process. First, I learned that lots of my mods were not so usefull to make the game funnier, so i deleted them. ^^

Then, CRP and your FAR's dll fixed the biggest NREs issues.

Finally, the autoloc is not cute but it does not affects the gameplay so it's ok. And i'm using USI for 1.6.1 with KSP 1.7.3 so... i will not ask impossible things ! =)
I have the same reference for this autoloc in my dictionnary, but no mod referencing them. In game it is the title of the USI-LS windows, strange ^^.

 

Edit : It is #autoloc_501218 (and not 501210). Name of the Ship, Dynawing lol

Edited by chateaudav
Link to comment
Share on other sites

36 minutes ago, chateaudav said:

In game it is the title of the USI-LS windows, strange ^^.

Indeed it is, I don't know nearly enough about the internals of USI to say why it's happening and frankly I can't be bothered digging any further.
There are no string references to that localisation in the USI-LS source that I can see, so I can only speculate that it is calling some stock code to generate the label. I guess there's a reasonable chance that code has changed between KSP 1.6.1 & 1.7.3, but I'm no C# coder, so ¯\_(ツ)_/¯.

I actually stopped using USI-LS in favour of TAC-LS and KerbalHealth a while back, mainly due to the slowness of compatibility updates to the USI mods and the intrusive changes in behaviour whenever they do get an update. I'm sure RoverDude is very busy and all, but his mods sure don't seem to be getting the attention they deserve of late.

You might want to consider using CKAN to manage your mods going forward if you aren't already, among other things it does a reasonable job of ensuring that dependency updates like the CRP problem you ran into are handled automatically.

Glad to hear you have your game in a playable state anyhow :)

 

Edited by steve_v
Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...