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Virtunerd-SCH1BugFix-1.1.4 icon

SCH1BugFix

Suppresses known vanilla NullReferenceException crashes in NPC lifecycle, weather and scene transitions, and stops two vanilla log-spam loops. Targeted Harmony finalizers only - no blanket exception swallowing.

Date uploaded 3 months ago
Version 1.1.4
Download link Virtunerd-SCH1BugFix-1.1.4.zip
Downloads 659
Dependency string Virtunerd-SCH1BugFix-1.1.4

This mod requires the following mods to function

LavaGang-MelonLoader-0.7.3 icon
LavaGang-MelonLoader

The World's First Universal Mod Loader for Unity Games compatible with both Il2Cpp and Mono

Preferred version: 0.7.3

README

SCH1 BugFix

Fewer crashes. A log you can actually read. Install and forget.

Schedule I has a handful of bugs that aren't yours and can't be fixed from your side. NPCs blow up when you walk back to the main menu. The weather system throws errors. And one single vanilla warning can bury your log under hundreds of thousands of lines.

SCH1 BugFix quietly patches those spots and stays out of everything else.

Why you want it

Cleaner exits. Going from your save back to the main menu stops spraying errors. Same for scene changes and weather updates.

A readable log. One measured session produced a 91 MB log file with 2.8 million lines. Roughly 95% of it was a single repeating vanilla warning. This mod cuts that specific loop by a factor of 1000. If you have ever been asked to "post your log" and given up, this is the fix.

No side effects. It only silences the exact vanilla problems it knows. Real errors from your other mods still reach the log, because that is where you need them.

Nothing to configure. Drop it in. There are no settings, no keybinds, no menu.

What it actually fixes

  • Crashes when NPCs are destroyed - shopkeepers, employees, customers, dealers
  • Crashes during weather updates and network teardown
  • Crashes in UI teardown and in animations that outlive their object
  • Two vanilla log-spam loops that can each produce tens or hundreds of thousands of lines

Sixteen targeted patches in total. Each one is applied independently, so if a future game update moves something, that single patch switches itself off and the rest keeps working.

Fair warning about what it does NOT do

This mod fixes what the base game gets wrong. If another mod causes a problem, that belongs in that mod, even when it could conveniently be hidden here. You keep the information you need to find the real culprit.

For the same reason, a warning only gets silenced when the game recovers on its own. Where the game actually drops something, the warning stays, because there it is telling you something true.

Compatibility

  • Schedule I 0.4.6f13, IL2CPP
  • Requires MelonLoader
  • Built to sit peacefully next to other mods: lowest patch priority, safe-wrapped, and no broad exception swallowing
  • Verified against f13: every patch target still resolves, and no patched bug has been fixed by the game in the meantime

Install

Install through a mod manager, or drop sch1bugfix.dll into your Mods folder.

Author

Virtunerd

CHANGELOG

Changelog

v1.1.4

Fixed

  • One of the crash guards was silently inactive on IL2CPP. It looks for a helper class the compiler generates behind the scenes, and that class is named differently in the two builds of the game, so the search never matched. Nothing looked wrong from the outside: the mod still reported every patch as applied, because this one is an optional extra that is not counted. It now recognises both names, and the misleading warning it used to print is gone with it.

v1.1.3

Verified against Schedule I 0.4.6f13.

New: two log-spam fixes

  • The NavMesh loop. If any mod freezes an NPC away from the walkable area, the game keeps telling it to stop, every physics tick, forever. In one session that was 451,158 lines and about 95% of a 91 MB log file. Now cut by a factor of 1000, and it repairs itself as soon as the NPC is back on normal ground.
  • Missing product data. The game logs a warning for every drug type it does not have taste data for, which is every product added by a mod. It already handles the case correctly, so only the log line was the problem. Matched by exact message start, so unrelated warnings survive.

Improved

  • The mod now looks up its patch targets the right way round for the game version you are running. Getting that wrong made the game search every loaded component and write a full error report for each miss, which bloated the MelonLoader log. That output is now ten times smaller.

Checked

  • All patch targets still exist in 0.4.6f13.
  • Compared every patched game method between 0.4.6f12 and f13 instruction by instruction: all identical. No patch has become unnecessary.

v1.0.6

  • Suppresses the crash when a quest contract UI is updated after it was already destroyed.
  • Suppresses the crash when the UI scales an element that no longer exists during teardown.

v1.0.5

  • The coroutine safety net now covers all game coroutines instead of NPC ones only.
  • Fixes the crash when leaving to the main menu while an avatar seat animation is still running.

v1.0.4

  • The coroutine safety net now covers every NPC coroutine during scene teardown.
  • Fixes the error spam from NPC conversations when switching from game to main menu.

v1.0.3

  • Added crash suppression for all NPC types on destruction, not just employees.
  • Fixes recurring errors when switching from game to main menu.

v1.0.2

  • Added crash suppression for employee destruction.
  • Added crash suppression for network teardown.

v1.0.1

  • Added a fallback for NPC turning animations that outlive their NPC when leaving the game.
  • Patches are now more resilient when a target cannot be found directly.

v1.0.0

  • First release. Targeted fixes for known base-game crashes.
  • Handles the IL2CPP wrapped form of those errors as well.
  • Each patch applies on its own, so one failure never takes the rest down.
  • Built for low conflict with other mods, with throttled logging.