Game gets stuck on load screen entering "The darkling pier"

On a lev 31 paladin.

The game hangs when trying to enter “The darkling pier”. I gave up after 5 minutes. This prevents me from completing act 4 and progressing.

I completely exited the application and tried again, 4 times. No luck.

I see a series of thousands upon thousands of the same NullReferenceExceptions in the log here:

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

2023-04-15T20:51:09.3796695+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
at RelayAnimationManager.stopMoving () [0x00000] in <00000000000000000000000000000000>:0
at ClientMovingPlayer.onExit (ClientState nextState) [0x00000] in <00000000000000000000000000000000>:0
at ClientStateController.switchCurrentState (ClientState state) [0x00000] in <00000000000000000000000000000000>:0
at ClientStateController.forceChangeState (ClientState state) [0x00000] in <00000000000000000000000000000000>:0
at ClientMovingPlayer.whileActive () [0x00000] in <00000000000000000000000000000000>:0
LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object)
LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

2023-04-15T20:51:09.4206682+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
at RelayAnimationManager.stopMoving () [0x00000] in <00000000000000000000000000000000>:0
at ClientMovingPlayer.onExit (ClientState nextState) [0x00000] in <00000000000000000000000000000000>:0
at ClientStateController.switchCurrentState (ClientState state) [0x00000] in <00000000000000000000000000000000>:0
at ClientStateController.forceChangeState (ClientState state) [0x00000] in <00000000000000000000000000000000>:0
at ClientMovingPlayer.whileActive () [0x00000] in <00000000000000000000000000000000>:0
LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object)
LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

(Filename: C:\buildslave\unity\build\Runtime/Export/Debug/Debug.bindings.h Line: 39)

2023-04-15T20:51:09.4506683+00:00 System.NullReferenceException: Object reference not set to an instance of an object.
at RelayAnimationManager.stopMoving () [0x00000] in <00000000000000000000000000000000>:0
at ClientMovingPlayer.onExit (ClientState nextState) [0x00000] in <00000000000000000000000000000000>:0
at ClientStateController.switchCurrentState (ClientState state) [0x00000] in <00000000000000000000000000000000>:0
at ClientStateController.forceChangeState (ClientState state) [0x00000] in <00000000000000000000000000000000>:0
at ClientMovingPlayer.whileActive () [0x00000] in <00000000000000000000000000000000>:0
LE.Telemetry.PrependTimestampLogHandler:LogFormat(LogType, Object, String, Object)
LE.Telemetry.PrependTimestampLogHandler:LogException(Exception, Object)
UnityEngine.Logger:LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)

Thanks!

To help you out some more, I deleted my massive log file, reproduced the issue, and got “just the error” in the log, it’s attached.

Also, this was an ONLINE character on the latest patch.

Player.log (412.1 KB)

Hi

Please try verifying steam files integirty - it often helps with issues where a player cannot load into a specific area

Ok it says “All 919 files successfully validated”, so I don’t think that’s the issue. Will try again in a few hours anyway…

Ok after that validation, seems to work :expressionless:

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