Crash Doctor 2.2.0.4 — six new protections
Six new crash protections, fixes for the mod's own bugs, and a Mods tab that recognises renamed mods. One install for Bannerlord 1.2 / 1.3.15 / 1.4.x.
In short
- Six new protections: leaderless clan, siege deployment, settlement menu, missing townsperson, TOR unit without a culture, broken equipment set at campaign start
- Fixed rare crashes caused by the Doctor itself and the "destroyed parties came back" save repair
- The Mods tab understands renamed mods and stops asking for what is already there
- Under Linux/Proton it no longer offers Windows tweaks; report.txt hides user and PC names
Already on Steam Workshop — it updates itself. RickLauncher delivers it automatically. Everything done since 15 September in one release. Bannerlord 1.2 / 1.3.15 / 1.4.x — one install for all versions.
⚠️ Our own bugs first
- On some installs (very rarely!) the Doctor itself crashed the game whenever a party’s roster changed. The mod carries two builds of itself — for 1.2 and for 1.3 and newer — and picks the right one at launch. Both had the same name, and on some installs the game picked up the 1.2 build instead. The builds now have different names, and the loader refuses the wrong one and says so in the log.
- The “destroyed parties came back to the map” save repair never worked — it checked parties before loading had placed them. Worse, on every repeated load within one game session it reported a repair that never happened. Rewritten: the map is now checked after loading finishes.
- When the game ran on .NET Core, the
report.txtcrash report was not written at all — one line about memory size crashed the whole file. Fixed. - The culture the Doctor gives to troops without one came from the first campaign of the session. In the second and later campaigns the game received an object from a campaign that no longer existed. It now comes from the current one.
🛡 Six new protections
On by default, each with its own switch on the Crash Fixes tab.
- A crash on the map 20–30 seconds after every load: a clan without a leader. Once a day the game computes every clan’s finances through its leader. A clan that a mod created without a leader, or added to a running campaign, crashed it every day. The protection makes a living clan member the leader — exactly as the game itself does.
- A crash during siege deployment. The AI creates a new formation empty and copies orders into it before a single soldier joins. A mod asked such a formation where its nearest enemy was — and the game crashed in native code where nothing can catch it. The protection answers “no enemy” for a formation that has never had soldiers and names the mod that asked.
- A crash when opening a settlement menu that asks for locations the settlement does not have (for example, a town menu opened in a castle).
- A crash in a town or village: a townsperson went missing from the list of the location they walk in.
- A The Old Realms crash in battle when killing a unit whose troop has no culture.
- A crash at the start of a new campaign: a character uses an equipment set that does not exist. The game merges every mod’s character files into one, and a single broken reference silently cut off loading of every character below it — including the player’s hero. The protection skips the broken reference, and the Mods tab names the mod and the character before you even start.
Plus the “party without an owner” protection now also covers daily War Sails ship repairs — that crash came at the same in-game hour after every load.
🔎 Mods tab
- Knows renamed mods. If a mod changed its id while an add-on still refers to the old one (the Europe 1700 sound add-on requires EoE1700, while Empires of Europe 1700 has long been called Europe1700), the Doctor no longer says “missing, subscribe”. The mod enabled under its new name — no complaint; installed but disabled — the Doctor says so and names what to enable.
- The “enable game module” requirement (War Sails, for example) is no longer taken from another file of the mod: one mod can have different files, with and without War Sails.
- New check: characters using equipment sets that no mod defines.
- The “troops without data” check no longer blames a mod whose outdated equipment flags the Doctor has already neutralised.
- The mod compatibility base is updated — now including game version 1.5.2.
🐧 Linux and Steam Deck (Proton)
Bannerlord has no Linux client of its own — the game runs through Proton. The Doctor recognises this and no longer offers the 19 checks that change Windows settings: under Proton they would apply to the emulation, not the computer.
🔗 Compatibility
With Tales from the Age of Men the Doctor thought Harmony was off, and all live protections sat idle. Their Harmony build is now recognised.
💾 Save cleanup
A new “Also remove faulty parties” checkbox on the save analysis screen (Ctrl+Alt+D in a campaign). Off by default; it never touches your own party or parties led by your clan’s heroes. The fallback cleanup path that, without the required add-on, removed any empty party — empty garrisons included — is gone.
🧹 After a full review of the mod
- The shader cache cards no longer delete files that ship with the game and mods — only the cache the game generates itself.
- The main diagnosis no longer depends on the runtime: a specific rule always ranks above the generic “mod code crashed”.
- Eighteen protections no longer count a “prevented crash” on other errors — the counter on the Prevented tab is honest.
- In the exported
report.txtyour Windows user name and computer name are replaced with<user>and<PC>— reports get posted on forums. - The “Crash dumps” and “Shader cache” cards disappear after cleanup and do not come back.
- Thirteen protection messages are translated into French.
Crashed? Close the game’s crash window without sending it to TaleWorlds — sending deletes the crash files. Then open Crash Diagnostics in Crash Doctor, click Export and send us the resulting file.
