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So what's the point of alleys now that sneaking missions exist?

I just came back to the game after a year hiatus, and I'm thrilled they finally actually added mechanics rather than just doing endless bug and balance patches that somehow break every mod with every patch. I discovered the sneaking tutorial, and then found out that basically every stealth kill or every other stealth kill gives a level of roguery. (5 focus points) now I'm wondering what's the point of alleys anymore. They were never particularly good, but at least there was an argument to be made that they increased roguery. But now that I can just go farm hideout stealth missions, earn way more money, keep my companions in my party, and not gain crime in the process, I'm wondering what purpose alleys serve anymore? (Alley income should be ×10 imo) submitted by /u/forfor [link] [comments]

Not Sure What's Causing Constant Crashing

Here is the crash report that keeps popping up.

"Bannerlord has encountered a problem and will close itself.

This is a community Crash Report. Please save it and use it for reporting the error. Do not provide screenshots, provide the report!

Most likely this error was caused by a custom installed module.

If you were in the middle of something, the progress might be lost.

Standard

(this is under exception tab, only tab that has info pertaining to the crash, as far as I can tell. the next tab under "affected programs" or whatever it's called is entirely blank though)

- Exception

Exception information

Type: System.NullReferenceException

Message: Object reference not set to an instance of an object.

Source: TaleWorlds.CampaignSystem

CallStack:

at TaleWorlds.CampaignSystem.TroopRoster.ClampXp(Int32 index)

at TaleWorlds.CampaignSystem.TroopRoster.AddToCountsAtIndex(Int32 index, Int32 countChange, Int32 woundedCountChange, Int32 xpChange, Boolean removeDepleted)

at TaleWorlds.CampaignSystem.TroopRoster.AddToCounts(CharacterObject character, Int32 count, Boolean insertAtFront, Int32 woundedCount, Int32 xpChange, Boolean removeDepleted, Int32 index)

at TaleWorlds.CampaignSystem.Town.DailyGarrisonAdjustment()

at TaleWorlds.CampaignSystem.Town.DailyTick()

at TaleWorlds.CampaignSystem.Campaign.DailyTickSettlement(Settlement settlement)

at TaleWorlds.CampaignSystem.MbEvent`1.InvokeList(EventHandlerRec`1 list, T t)

at TaleWorlds.CampaignSystem.CampaignEvents.DailyTickSettlement(Settlement settlement)

at TaleWorlds.CampaignSystem.CampaignEventDispatcher.DailyTickSettlement(Settlement settlement)

at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicTicker`1.PeriodicTickSome(Double timeUnitsElapsed)

at TaleWorlds.CampaignSystem.CampaignPeriodicEventManager.PeriodicDailyTick()

at TaleWorlds.CampaignSystem.Campaign.Tick(Single dt)

at TaleWorlds.CampaignSystem.Campaign.RealTick(Single realDt)

at TaleWorlds.CampaignSystem.MapState.OnMapModeTick(Single dt)

at TaleWorlds.CampaignSystem.MapState.OnTick(Single dt)

at TaleWorlds.Core.GameStateManager.OnTick(Single dt)

at TaleWorlds.Core.Game.OnTick(Single dt)

at TaleWorlds.Core.GameManagerBase.OnTick(Single dt)

at TaleWorlds.MountAndBlade.Module.OnApplicationTick_Patch1(Module this, Single dt)

at TaleWorlds.DotNet.Managed.ApplicationTick_Patch2(Single dt)"

Does any of this mean anything to anyone? Thanks in advance.

I had my game working just fine recently with Carrier, Dismemberment, Garrison on. Now I can get it to load me into my saved game, it starts up and the second I click my units to move somewhere on the map it crashes and that report keeps popping up.

EDIT: Mods i have on

UnblockDDL 1.3

ModLib 1.4.1

Mod Configuration Menu 4.3.14

Harmony 2.1.1.65

ButterLib 1.0.29

UIExtenderEX 2.1.8

DismembermentPlus V2.0.1.1 for v1.6.1-v1.6.3 (seems this one worked better for me than 1.6.4)

BUTRLoader 1.6.13Garrison Do Something 1.0.4

Carrier - Banners and Torches 1.0.4

submitted by /u/apollo1calling
[link] [comments]

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