#Unique Chests not being Marked as Lotted
1 messages · Page 1 of 1 (latest)
For the sake of it, even numbered the chests to be absolutely sure.
I did see that, for gameplay statistics, I had "ER 8 / 1".
After seeing that the map marker was not updating, I quit to main menu and the game instead crashed.
Reloading and I was able to "re-loot" the chests, but this time there were no items inside and the objectives still did not update.
I will try it again after giving the enemies time to respawn.
[2026.04.21-07.48.39:431][477]LogOutputDevice: Error: === Crash Stack Trace: ===
[2026.04.21-07.48.39:431][477]LogOutputDevice: Error:
[2026.04.21-07.48.39:431][477]LogOutputDevice: Error: [Callstack] 0x00007ff67ba2de84 Windrose-Win64-Shipping.exe!UnknownFunction []
[2026.04.21-07.48.39:431][477]LogOutputDevice: Error: [Callstack] 0x00007ff67bb7fc5e Windrose-Win64-Shipping.exe!UnknownFunction []
[2026.04.21-07.48.39:431][477]LogOutputDevice: Error: [Callstack] 0x00007ff67bb6dda2 Windrose-Win64-Shipping.exe!UnknownFunction []
[2026.04.21-07.48.39:431][477]LogOutputDevice: Error: [Callstack] 0x00007ff67a9a1dee Windrose-Win64-Shipping.exe!UnknownFunction []
[2026.04.21-07.48.39:431][477]LogOutputDevice: Error: [Callstack] 0x00007ff679c68171 Windrose-Win64-Shipping.exe!UnknownFunction []
[2026.04.21-07.48.39:431][477]LogOutputDevice: Error: [Callstack] 0x00007ff679c62621 Windrose-Win64-Shipping.exe!UnknownFunction []
[2026.04.21-07.48.39:431][477]LogOutputDevice: Error: [Callstack] 0x00007ff67bc1676a Windrose-Win64-Shipping.exe!UnknownFunction []
[2026.04.21-07.48.39:431][477]LogOutputDevice: Error: [Callstack] 0x00007ff679e595a7 Windrose-Win64-Shipping.exe!UnknownFunction []
[2026.04.21-07.48.39:431][477]LogOutputDevice: Error: [Callstack] 0x00007ff679e59349 Windrose-Win64-Shipping.exe!UnknownFunction []
[2026.04.21-07.48.39:431][477]LogOutputDevice: Error: [Callstack] 0x00007ffce066e8d7 KERNEL32.DLL!UnknownFunction []
[2026.04.21-07.48.39:431][477]LogOutputDevice: Error: [Callstack] 0x00007ffce17dc34c ntdll.dll!UnknownFunction []
[2026.04.21-07.48.39:431][477]LogOutputDevice: Error:
Thanks for the report! Remove all mods and give it another try.
Going to have to wait for the enemies to respawn, don't have anymore keys.
Though the boxes were locked again when I first reloaded, but just were empty, too.
Will see what happens when I can unlock all the boxes again this time.
At least this one was empty again, so I assume the others will be.
Almost forgot, but the Black Mark part of the quest did auto-complete on reload, so the main quest isn't stopped.
I doubt reloading will help or that you won't get this issue again, you'd need to remove mods and hope it didn't break your progression
I did remove them, though only had a few minimal ones, but suppose that's the risk.
At least it just seems to only be an island's objectives that are stuck.
If the few minimal ones include stack size increase, bigger inventory or loot/xp modifiers, you character is very likely corrupted already.
Also if you're using a mod manager software, just including windrose into its "management list" even without installing any mods causes issues.
We're reallly sorry it comes to this because of the very basic modding, but there is not much we can do, unfortunately.
You can try playing this character and world if you want, but its very risky.
Ah, yeah, stack size was one of them.
Specifically was using that and the larger range for bonfires.
No other inventory or character ones.
Oh well. Thanks for the quick response btw. 🙂
Out of curiosity, which one stack increase mod were u using?
https://www.nexusmods.com/windrose/mods/26
Its x10 version.
From comments it seem ppl using mod managers like vortex have issues with them but working fine if installed manually, (but they are pointing discovery log /backpack issues)
Have u used mod manager or installed it manually? 
I just keep it manual, though I do have a "mod manager", but haven't used it in any active save (only in backups)
Though currently using its "Quest Debugger" to see what happens in it.
Save is backed up again anyways.
So now I do have UE4SS added.
SC_Graph_POI_CoastJungle_BattleRuin_SenkamatiRuins_01_ChestBlocker_Interactioin_C_2147382084
Okok, was curious about it as with friends we decided to add mods lately so knowing cause/which mod could be troublesome is helpfull ^^ we are using stack mod (but different one) and more fast travels bells. Its working fine for all of us on 4netplayer server but we all installed them manually 
Yeah someone mentioned that only having mod manager attached to game is sometimes enough for weird behaviors
Yeah, on this one I only took a look to see what it offered, but never allowed it anything permanent, gave it its own instance of the game so anything it added is safely isolated
Fairly certain the author of the mod manager took it offline on the Nexus for the moment due to other issues, lol
But the Quest Debugger part is interesting
I wonder how it will act in ur case since ur chests are already empty, and if it triggers completion at the moment of taking out last item it could be troublesome to fix, but i wish u lucck
Don't want to sound too pessimistic, but something tells me "quest debugger" will bury your save even faster
Yeah, this save is burned, I have it copied though.
I wonder if there is much more extra exp sources in game to let u hit 15 lvl anyway. Because if u will just miss one poi on map yet quests progressed further, then is not big deal
Please, make all possible and impossible backups before you do it. We won't be able to help if it breaks

Yeah, i guess anyone using mods right after game release should be aware that they are high risk and can corrupt ur game easily especially considering there can be huge changes with early pathes ^^ or just typo of the modder ORRrrr like we are seeing in case of windrose even mod managers itself can broke ur save file ^^
My biggest issue after adding mods is that i am a bit reluctant to report any bugs i went on being unsure if perhaps its not caused by technicaly unrelated mod to not waste urs time 
Yeah, I try to keep the reports down to the ones that feel more "consistent", though this one was definitely where it crossed into where it may have been the mods doing the "breaking".
I do also like to push games to their limits, and been surprised at how well the game has stood up to having its building system pusehd to some extremes, lol.
Yeah, i love how stability can be transfered over not snapped perfectly pieces. Gives much more freedom
Could be seem to be small difference, but makes life much easier
The fact the game can hold up to this is commendable
all those shadows and objects
1sec 😛
so far it's really just the "scaffolding" of what I want to do to it
when u decide to build ur own island
I wonder if ship sails have hitboxes as bigger ones could not fit under it anymore, but its not really big deal i guess
the AI ships actually try to sail through it on occasion, they do better than I expected, tbh
they get about 20%, then realize that it's probably not a good idea and turn around
I wish there would be some building that create designated spots for „summoned ships” so they end up being snapped into it and being nicely parked
Like at the summoning game check if in xx radius is empty spot and summon there instead in random position
i think npc ships have thier patrol routes A-B when they reach one endpoint they just turn back, so it could be that thier patrol route ends right in that spot and u got lucky with how u make those holes hah. I have seen some player being annoyed that npc ship ram into his building every X minutes 
I would suggest to put these thoughts on paper and add into feedback tab
i still cant believe, but it actually works
and our designers dissect all the data/suggestions from there and take the most requested & cool features.
No idea how much energy it takes though