NullReferenceException help

kampnkarl

Refugee
Hello, been getting a null reference exception error when another player joins my game. Any thoughts as to what it's about?

NullReferenceException: Object reference not set to an instance of an object
  at ItemHasTags.IsValid (MinEventParams _params) [0x0000d] in <e905376b19ea4fabb0377334749ef142>:0 
  at MinEffectGroup.canRun (MinEventParams _params) [0x0004e] in <e905376b19ea4fabb0377334749ef142>:0 
  at MinEffectGroup.ModifyValue (MinEventParams _params, EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, System.Single level, FastTags _tags, System.Int32 _multiplier) [0x00000] in <e905376b19ea4fabb0377334749ef142>:0 
  at MinEffectController.ModifyValue (EntityAlive _self, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, System.Single _level, FastTags _tags, System.Int32 multiplier) [0x0004b] in <e905376b19ea4fabb0377334749ef142>:0 
  at ProgressionClass.ModifyValue (EntityAlive _ea, ProgressionValue _pv, PassiveEffects _effect, System.Single& _base_value, System.Single& _perc_value, FastTags _tags) [0x0001c] in <e905376b19ea4fabb0377334749ef142>:0 
  at Progression.ModifyValue (PassiveEffects _effect, System.Single& _base_val, System.Single& _perc_val, FastTags _tags) [0x00055] in <e905376b19ea4fabb0377334749ef142>:0 
  at EffectManager.GetValue (PassiveEffects _passiveEffect, ItemValue _originalItemValue, System.Single _originalValue, EntityAlive _entity, Recipe _recipe, FastTags tags, System.Boolean calcEquipment, System.Boolean calcHoldingItem, System.Boolean calcProgression, System.Boolean calcBuffs, System.Int32 craftingTier, System.Boolean useMods) [0x001d1] in <e905376b19ea4fabb0377334749ef142>:0 
  at EntityStats..ctor (EntityAlive entity) [0x00056] in <e905376b19ea4fabb0377334749ef142>:0 
  at EntityAlive.constructEntityStats () [0x00000] in <e905376b19ea4fabb0377334749ef142>:0 
  at EntityAlive.Init (System.Int32 _entityClass) [0x00007] in <e905376b19ea4fabb0377334749ef142>:0 
  at EntityPlayer.Init (System.Int32 _entityClass) [0x0002e] in <e905376b19ea4fabb0377334749ef142>:0 
  at EntityFactory.CreateEntity (EntityCreationData _ecd) [0x001da] in <e905376b19ea4fabb0377334749ef142>:0 
  at GameManager.RequestToSpawnPlayer (ClientInfo _cInfo, System.Int32 _chunkViewDim, PlayerProfile _playerProfile) [0x00272] in <e905376b19ea4fabb0377334749ef142>:0 
  at NetPackageRequestToSpawnPlayer.ProcessPackage (World _world, GameManager _callbacks) [0x00007] in <e905376b19ea4fabb0377334749ef142>:0 
  at ConnectionManager.ProcessPackages (INetConnection _connection, NetPackageDirection _disallowedDirection, ClientInfo _clientInfo) [0x000c8] in <e905376b19ea4fabb0377334749ef142>:0 
  at ConnectionManager.Update () [0x00030] in <e905376b19ea4fabb0377334749ef142>:0 

 
Was it caused by a mod or a corrupted file?
A Mod. In case you're looking for the same thing I'll give you the code. I tested changing base states with base_add and base_set, but neither are working for multiplayer. Both work just fine in singleplayer, and throw no errors or warnings.

    <!-- Health and Stam Per leavel in Fort and Agil 
    
    GIVES NULL ERROR WHEN SOMEONE JOINS MULTIPLAYER, Neither work
    
<append xpath="/progression/attributes/attribute[@name='attAgility']/effect_group">
        <passive_effect name="StaminaMax" operation="base_add" level="2,10" value="5,45"/>
</append>

<append xpath="/progression/attributes/attribute[@name='attFortitude']/effect_group">
       <passive_effect name="HealthMax" operation="base_set" level="2" value="110"/>
       <passive_effect name="HealthMax" operation="base_set" level="3" value="115"/>
       <passive_effect name="HealthMax" operation="base_set" level="4" value="120"/>
       <passive_effect name="HealthMax" operation="base_set" level="5" value="125"/>
       <passive_effect name="HealthMax" operation="base_set" level="6" value="130"/>
       <passive_effect name="HealthMax" operation="base_set" level="7" value="135"/>
       <passive_effect name="HealthMax" operation="base_set" level="8" value="140"/>
       <passive_effect name="HealthMax" operation="base_set" level="9" value="145"/>
       <passive_effect name="HealthMax" operation="base_set" level="10" value="150"/>
</append>
-->

 
Is the mod loaded on the server or just your machine?

Some mods can be server side only, some should be on both client and server.

 
Without a full log on Pastebin, there isn't a whole lot I can do. Instructions are Pinned, and have also been linked to in this thread.

 
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