I have an odd issue that I have had for some time now. It's not critical but I thought I should mention it.
Any time I enable or disable any mod and then click "restart", the client crashes instead of restarting.
On reloading the client the relevant mods are correctly enabled/disabled and the game works fine.
Crashlog:
System.Diagnostics.Process.StartWithShellExecuteEx (System.Diagnostics.ProcessStartInfo startInfo) (at <d2957de1c3fd4781a43d89572183136c>:0)
System.Diagnostics.Process.Start () (at <d2957de1c3fd4781a43d89572183136c>:0)
(wrapper remoting-invoke-with-check) System.Diagnostics.Process.Start()
System.Diagnostics.Process.Start (System.Diagnostics.ProcessStartInfo startInfo) (at <d2957de1c3fd4781a43d89572183136c>:0)
App.Restart () (at <637357580a8642c6b23696d826324bd8>:0)
ConfirmDialogScreen.OnSelect_OK () (at <47301079f48644b6b6d2a70f0cc3df51>:0)
KButton.SignalClick (KKeyCode btn) (at <637357580a8642c6b23696d826324bd8>:0)
KButton.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <637357580a8642c6b23696d826324bd8>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <df908a91aa0f474f9f22637bf50e3fd3>:0)
UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <df908a91aa0f474f9f22637bf50e3fd3>:0)
UnityEngine.EventSystems.EventSystem:Update()
1. Enable or disable any mod.
2. Select "restart"
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