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blackninja9939

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Diagnostic tools for mods is not for the tech support forum, as it is about mods, so it belongs in the user mod forums.

Missing references to hard coded titles or UI elements can cause crashes, check out the wiki page for patching or run something like winmerge between your version and vanilla.
 

blackninja9939

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Yeah that stuff was addressed, but the crashing still continues. It's why I've requested the devs add a crash log to the diagnostics so we can tell where exactly the bottlenecking is rather than hope and pray as it is now.

EDIT: Meant to quote Handicap Hippo's post, not Blackninja's.
"Just add more logging" is an incredibly broad and unhelpful request. We have lots of logging and crash reporting already, you are clearly crashing in a way the game does not expect, likely due to having compatibility patched the mod incorrectly which is something the game is not gonna really be checking for as well it never gets those errors. Even then that will usually leave some form of a log, is your entire log folder empty with no dumps at all as at worst it should still give you a dump saying the stack trace to the part of the code it internally crashed in.
Without seeing that we cannot "add more logging" as we don't know where to add more logging to either... ;)
Also multiple other mods have working 3.0 versions so there must be something you can compare your mods against to get some vague idea of where to look.
 

blackninja9939

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Thanks for the help, I do appreciate it. When I ask for more logging, I don't know what you will add, just hopeful for more :) When I and the current team took lead of the mod, it had so many nonworking parts and bugs, so we have been able to get it running a lot smoother but it still suffers every patch release because something breaks it and its broken until we miraculously fix it somehow, and this is disappointing/frustrating.
As I said we can't add more logging without some indication of where more logging is needed, upload whatever logs you get and a crash dump. We can't just randomly sprinkle logging into different parts of the code and hope that just lucks out and catches a specific issue ;)
 

blackninja9939

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So just out of curiosity what log files do you mean? I mean I personally from what I can see the only log file relevant to an actual crash is exceptions.log, error.log only records errors that don't cause crashes.

And I don't think I have ever actually got a useful error regardless of what error is occurring out of exceptions.log it's always INT DIVIDE BY ZERO rather than an actual stack trace. Which is useless to both modders and devs.
e.g.
Code:
######## EXCEPTION: 0xC0000094 at address: 0x007A9AE9: INT DIVIDE BY ZERO
Version: Unknown Version
09/07/18 20:41:45
Any and all, like I keep saying if you give us the crash dump we can see specifically where it crashes. There is a folder full of crash dumps so send those, the exception log is just to provide a quick overview it does not actually have anything like the dump does showing the situation of the crash.
 

blackninja9939

Experienced Programmer - Crusader Kings 3
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Blackninja, I will keep that in mind for future crash problems. But the team and I have solved the crash bug, for now! Had to do with traits, and that the game was trying to load vanilla's trait files and so was bugging when the code told it to use our own traits.
Glad you managed to fix it :D Hopefully any other issues will give some better errors