Initialize engine version: 2020.3.35f1 (18e4db7a9996) [Subsystems] Discovering subsystems at path E:/House Party/HouseParty_Data/UnitySubsystems GfxDevice: creating device client; threaded=1 Direct3D: Version: Direct3D 11.0 [level 11.1] Renderer: NVIDIA GeForce RTX 3050 (ID=0x2507) Vendor: VRAM: 8070 MB Driver: 31.0.15.1694 Initializing input. New input system (experimental) initialized Initialized touch support. UnloadTime: 0.460200 ms Non-default platform detected, creating platform helper: SteamHelper UnityEngine.Logger:LogFormat(LogType, String, Object[]) UnityEngine.Debug:LogFormat(String, Object[]) PlatformManager:BLIDOBMEKBF() The referenced script on this Behaviour (Game Object '') is missing! UnityEngine.Resources:LoadAll(String) OOMPILCEAHH:KEFIFKIIMEA() SteamHelper:Start() [ line 1465051208] SteamDataSuite: Event already registered on server! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) SteamHelper:Start() Steam Data Suite Attribution initialized. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) SteamHelper:Start() Steam Manager Initialized. Logged into Steam successfully as Noob. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) SteamHelper:HHBPKMKCJKO() Verifying Steam Installation Status for Explicit Content DLC. Explicit Content DLC installed: True. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) SteamHelper:HHBPKMKCJKO() Verifying Steam Installation Status for Dojacat DLC. Dojacat DLC installed: False. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) SteamHelper:HHBPKMKCJKO() The referenced script on this Behaviour (Game Object 'Main Camera') is missing! The referenced script on this Behaviour (Game Object 'Main Camera') is missing! The referenced script on this Behaviour (Game Object 'Directional Light') is missing! The referenced script on this Behaviour (Game Object 'Directional Light') is missing! Unloading 5 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 0.573600 ms Unloading 511 unused Assets to reduce memory usage. Loaded Objects now: 3652. Total: 4.779600 ms (FindLiveObjects: 0.235800 ms CreateObjectMapping: 0.106600 ms MarkObjects: 1.122800 ms DeleteObjects: 3.314200 ms) Setting up 6 worker threads for Enlighten. Thread -> id: 3f5c -> priority: 1 Thread -> id: 4a60 -> priority: 1 Thread -> id: 2830 -> priority: 1 Thread -> id: 4338 -> priority: 1 Thread -> id: 4834 -> priority: 1 Thread -> id: 30c -> priority: 1 The referenced script on this Behaviour (Game Object 'Spot light') is missing! The referenced script on this Behaviour (Game Object 'ScutiButton3D') is missing! The referenced script on this Behaviour (Game Object 'Neon light') is missing! Unloading 6 Unused Serialized files (Serialized files now loaded: 0) UnloadTime: 0.469200 ms Checking for existing Eek! Games stories and creating internal directory structure if needed... UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekCharacterEngine.StoryManager:GFGAFMJMADF(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) Eek! Stories present: True UnityEngine.Logger:LogFormat(LogType, String, Object[]) UnityEngine.Debug:LogFormat(String, Object[]) EekCharacterEngine.StoryManager:GFGAFMJMADF(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) Attempting to download new Eek! Games stories from the server... UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekCharacterEngine.AHEINGIONBF:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) EekCharacterEngine.StoryManager:GFGAFMJMADF(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) Unloading 19 unused Assets to reduce memory usage. Loaded Objects now: 21649. Total: 8.443400 ms (FindLiveObjects: 0.825300 ms CreateObjectMapping: 0.221400 ms MarkObjects: 6.595200 ms DeleteObjects: 0.801200 ms) CTAA Standard Mode Enabled UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CTAA_PC:Start() AUTOSAVE: starting SaveAutoSaveToFile method UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) SaveLoadManager:SaveAutoSaveToFile() HousePartySaveLoadController:BDKDGGJKBJB(String) GHCJCJFEJPM:Invoke(String) LoadManager:LoadGame(String) DDBBAAAOLFA:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler:Invoke(Object, EventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() AUTOSAVE: exiting SaveAutoSaveToFile because there is no valid autosave UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadController:BDKDGGJKBJB(String) GHCJCJFEJPM:Invoke(String) LoadManager:LoadGame(String) DDBBAAAOLFA:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler:Invoke(Object, EventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() loading file: auto save UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Load(String) HousePartySaveLoadController:BDKDGGJKBJB(String) GHCJCJFEJPM:Invoke(String) LoadManager:LoadGame(String) DDBBAAAOLFA:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler:Invoke(Object, EventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Unloading 6 Unused Serialized files (Serialized files now loaded: 1) UnloadTime: 9.680500 ms Eek! Story Update attempt performed. Still processing download or install... UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekCharacterEngine.StoryManager:AEBNKDKDLOC(Boolean) EekCharacterEngine.StoryManager:GFGAFMJMADF(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) Unloading 823 unused Assets to reduce memory usage. Loaded Objects now: 4380. Total: 15.009600 ms (FindLiveObjects: 0.235000 ms CreateObjectMapping: 0.119200 ms MarkObjects: 4.077300 ms DeleteObjects: 10.577900 ms) Downloaded latest Eek! Games story files from the server successfully! Extraction and installation pending... UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekCharacterEngine.AHEINGIONBF:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Couldn't create a Convex Mesh from source mesh "SP5_Starbomb" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. Unloading 7 Unused Serialized files (Serialized files now loaded: 1) Shader 'NOT_Lonely/NOTLonely_fire': fallback shader 'Particles/Additive' not found UnloadTime: 0.674800 ms Default clip could not be found in attached animations list. Renderer 'PlantA_LOD0' is registered with more than one LODGroup ('PlantA' and 'IntroAppartment'). Renderer 'PlantA_LOD1' is registered with more than one LODGroup ('PlantA' and 'IntroAppartment'). Renderer 'PlantA_LOD2' is registered with more than one LODGroup ('PlantA' and 'IntroAppartment'). Renderer 'PlantA_LOD0' is registered with more than one LODGroup ('PlantA' and 'IntroAppartment'). Renderer 'PlantA_LOD1' is registered with more than one LODGroup ('PlantA' and 'IntroAppartment'). Renderer 'PlantA_LOD2' is registered with more than one LODGroup ('PlantA' and 'IntroAppartment'). Renderer 'PlantB_LOD0' is registered with more than one LODGroup ('PlantB' and 'IntroAppartment'). Renderer 'PlantB_LOD1' is registered with more than one LODGroup ('PlantB' and 'IntroAppartment'). Renderer 'PlantB_LOD2' is registered with more than one LODGroup ('PlantB' and 'IntroAppartment'). Renderer 'PlantB_LOD3' is registered with more than one LODGroup ('PlantB' and 'IntroAppartment'). Renderer 'PlantB_LOD0' is registered with more than one LODGroup ('PlantB' and 'IntroAppartment'). Renderer 'PlantB_LOD1' is registered with more than one LODGroup ('PlantB' and 'IntroAppartment'). Renderer 'PlantB_LOD2' is registered with more than one LODGroup ('PlantB' and 'IntroAppartment'). Renderer 'PlantB_LOD3' is registered with more than one LODGroup ('PlantB' and 'IntroAppartment'). Loaded story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Original Story.story. UnityEngine.Logger:LogFormat(LogType, String, Object[]) UnityEngine.Debug:LogFormat(String, Object[]) EekEvents.Stories.StoryData:ODIKLBNKJLN(String) EekCharacterEngine.GameManager:OAOCINGHEKG() EekCharacterEngine.GameManager:Awake() Loaded Story: Original Story. UnityEngine.Logger:LogFormat(LogType, String, Object[]) UnityEngine.Debug:LogFormat(String, Object[]) EekCharacterEngine.GameManager:OAOCINGHEKG() EekCharacterEngine.GameManager:Awake() Spine bones contains a null reference. UnityEngine.Logger:Log(LogType, Object, Object) UnityEngine.Debug:LogWarning(Object, Object) RootMotion.Warning:Log(String, Transform, Boolean) RootMotion.FinalIK.IKSolver:Initiate(Transform) RootMotion.FinalIK.IK:InitiateSolver() RootMotion.SolverManager:OnDisable() RootMotion.Dynamics.PuppetMaster:SetUpTo(Transform, Int32, Int32) RootMotion.Dynamics.PuppetMaster:SetUp(Transform, Transform, Int32, Int32) ECAHIFKNKHP:GIHAHBNHDFG(Transform) EekCharacterEngine.CharacterManager:InitializeCharacter(CharacterBase&) EekCharacterEngine.CharacterManager:TryLoadCharacter(String) EekCharacterEngine.CharacterManager:Awake() Loaded Amy's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Amy.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Arin's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Arin.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Ashley's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Ashley.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Brittney's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Brittney.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Compubrah's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Compubrah.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Dan's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Dan.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Derek's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Derek.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Frank's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Frank.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Katherine's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Katherine.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Leah's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Leah.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Lety's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Lety.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Madison's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Madison.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Patrick's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Patrick.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Phone Call's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Phone Call.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Rachael's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Rachael.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Stephanie's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Stephanie.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Vickie's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Vickie.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() CTAA Standard Mode Enabled UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CTAA_PC:Start() Loading saved game data. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:LoadSavedGame(SaveData) EekCharacterEngine.GameManager:CheckForLoadedGame() EekCharacterEngine.GameManager:Update() LoadGame successful. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:LoadSavedGame(SaveData) EekCharacterEngine.GameManager:CheckForLoadedGame() EekCharacterEngine.GameManager:Update() Unloading 171 unused Assets to reduce memory usage. Loaded Objects now: 160124. Total: 152.829200 ms (FindLiveObjects: 8.911400 ms CreateObjectMapping: 9.924600 ms MarkObjects: 133.524500 ms DeleteObjects: 0.468300 ms) AUTOSAVE: called with delay of 0 which starts now. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) IMLDHPMKHEA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: delay of 0 has ended. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: calling to perform the autosave. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Starting HousePartySaveLoadManager Save routine. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) SaveLoadManager:PerformAutoSave() HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: Save identified as an autosave. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) SaveLoadManager:PerformAutoSave() HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: Setting autosave as dirty. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) SaveLoadManager:PerformAutoSave() HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Ending HousePartySaveLoadManager Save method. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) SaveLoadManager:PerformAutoSave() HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AutoSaved game. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: starting coroutine to autosave again with delay: 360 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: called with delay of 360 which starts now. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Triggers on concave MeshColliders are not supported EekCharacterEngine.Interaction.Door:GPLFJKKLFDI(PuppetCharacter, Boolean, Boolean) EekCharacterEngine.Interaction.Door:Open(PuppetCharacter, Boolean, Boolean) EekCharacterEngine.Interaction.Door:KFJPIJOINJA(GameEvent, JAGCLANEOPI) LGOHMAIIEJF:Invoke(Collider, ONJBBBCPJAF) EekEvents.GameEvent:NKOMBJAFKLK(GameEvent, JAGCLANEOPI) CCBILIKEPHF:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) DHIFMNEILIJ:MJAGOGICFOO() EekCharacterEngine.CharacterManager:Update() [ line 1465051656] Triggers on concave MeshColliders are not supported EekCharacterEngine.Interaction.Door:GPLFJKKLFDI(PuppetCharacter, Boolean, Boolean) EekCharacterEngine.Interaction.Door:Open(PuppetCharacter, Boolean, Boolean) EekCharacterEngine.Interaction.Door:KFJPIJOINJA(GameEvent, JAGCLANEOPI) LGOHMAIIEJF:Invoke(Collider, ONJBBBCPJAF) EekEvents.GameEvent:NKOMBJAFKLK(GameEvent, JAGCLANEOPI) CCBILIKEPHF:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) DHIFMNEILIJ:MJAGOGICFOO() EekCharacterEngine.CharacterManager:Update() [ line 1465051656] AUTOSAVE: delay of 360 has ended. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: calling to perform the autosave. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Starting HousePartySaveLoadManager Save routine. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) SaveLoadManager:PerformAutoSave() HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: Save identified as an autosave. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) SaveLoadManager:PerformAutoSave() HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: Setting autosave as dirty. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) SaveLoadManager:PerformAutoSave() HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Ending HousePartySaveLoadManager Save method. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) SaveLoadManager:PerformAutoSave() HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AutoSaved game. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: starting coroutine to autosave again with delay: 360 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: called with delay of 360 which starts now. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: starting SaveAutoSaveToFile method UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) SaveLoadManager:SaveAutoSaveToFile() HousePartySaveLoadController:BDKDGGJKBJB(String) GHCJCJFEJPM:Invoke(String) LoadManager:LoadGame(String) DDBBAAAOLFA:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler:Invoke(Object, EventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() loading file: 08_14_2022-0302_1h 17m 3s (Male) UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Load(String) HousePartySaveLoadController:BDKDGGJKBJB(String) GHCJCJFEJPM:Invoke(String) LoadManager:LoadGame(String) DDBBAAAOLFA:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler:Invoke(Object, EventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Unloading 6 Unused Serialized files (Serialized files now loaded: 40) UnloadTime: 188.847900 ms Attempting to extract downloaded Eek! Games story files to internal data folder... UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekCharacterEngine.OOGDKEBLCBK:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) EekCharacterEngine.StoryManager:GFGAFMJMADF(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) Eek! Story Update attempt performed. Still processing download or install... UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekCharacterEngine.StoryManager:AEBNKDKDLOC(Boolean) EekCharacterEngine.StoryManager:GFGAFMJMADF(Scene, LoadSceneMode) UnityEngine.Events.UnityAction`2:Invoke(T0, T1) UnityEngine.SceneManagement.SceneManager:Internal_SceneLoaded(Scene, LoadSceneMode) Unloading 8839 unused Assets to reduce memory usage. Loaded Objects now: 56059. Total: 283.683400 ms (FindLiveObjects: 5.685200 ms CreateObjectMapping: 9.242800 ms MarkObjects: 133.158400 ms DeleteObjects: 135.595900 ms) Eek! Story Update attempt performed. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekCharacterEngine.StoryManager:CMFFMPANCIA(Boolean) EekCharacterEngine.StoryManager:FBFHPOMDCFI() EekCharacterEngine.OOGDKEBLCBK:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Loaded story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Original Story.story. UnityEngine.Logger:LogFormat(LogType, String, Object[]) UnityEngine.Debug:LogFormat(String, Object[]) EekEvents.Stories.StoryData:ODIKLBNKJLN(String) EekCharacterEngine.StoryManager:CheckStoryAndCharacterData(String) EekCharacterEngine.StoryManager:FBFHPOMDCFI() EekCharacterEngine.OOGDKEBLCBK:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) The Eek! Games stories were successfully extracted to the internal data folder! UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekCharacterEngine.StoryManager:FBFHPOMDCFI() EekCharacterEngine.OOGDKEBLCBK:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Couldn't create a Convex Mesh from source mesh "SP5_Starbomb" within the maximum polygons limit (256). The partial hull will be used. Consider simplifying your mesh. Unloading 7 Unused Serialized files (Serialized files now loaded: 40) UnloadTime: 0.978100 ms Default clip could not be found in attached animations list. Renderer 'PlantA_LOD0' is registered with more than one LODGroup ('PlantA' and 'IntroAppartment'). Renderer 'PlantA_LOD1' is registered with more than one LODGroup ('PlantA' and 'IntroAppartment'). Renderer 'PlantA_LOD2' is registered with more than one LODGroup ('PlantA' and 'IntroAppartment'). Renderer 'PlantA_LOD0' is registered with more than one LODGroup ('PlantA' and 'IntroAppartment'). Renderer 'PlantA_LOD1' is registered with more than one LODGroup ('PlantA' and 'IntroAppartment'). Renderer 'PlantA_LOD2' is registered with more than one LODGroup ('PlantA' and 'IntroAppartment'). Renderer 'PlantB_LOD0' is registered with more than one LODGroup ('PlantB' and 'IntroAppartment'). Renderer 'PlantB_LOD1' is registered with more than one LODGroup ('PlantB' and 'IntroAppartment'). Renderer 'PlantB_LOD2' is registered with more than one LODGroup ('PlantB' and 'IntroAppartment'). Renderer 'PlantB_LOD3' is registered with more than one LODGroup ('PlantB' and 'IntroAppartment'). Renderer 'PlantB_LOD0' is registered with more than one LODGroup ('PlantB' and 'IntroAppartment'). Renderer 'PlantB_LOD1' is registered with more than one LODGroup ('PlantB' and 'IntroAppartment'). Renderer 'PlantB_LOD2' is registered with more than one LODGroup ('PlantB' and 'IntroAppartment'). Renderer 'PlantB_LOD3' is registered with more than one LODGroup ('PlantB' and 'IntroAppartment'). Loaded story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Original Story.story. UnityEngine.Logger:LogFormat(LogType, String, Object[]) UnityEngine.Debug:LogFormat(String, Object[]) EekEvents.Stories.StoryData:ODIKLBNKJLN(String) EekCharacterEngine.GameManager:OAOCINGHEKG() EekCharacterEngine.GameManager:Awake() Loaded Story: Original Story. UnityEngine.Logger:LogFormat(LogType, String, Object[]) UnityEngine.Debug:LogFormat(String, Object[]) EekCharacterEngine.GameManager:OAOCINGHEKG() EekCharacterEngine.GameManager:Awake() Loaded Amy's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Amy.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Arin's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Arin.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Ashley's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Ashley.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Brittney's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Brittney.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Compubrah's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Compubrah.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Dan's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Dan.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Derek's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Derek.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Frank's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Frank.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Katherine's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Katherine.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Leah's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Leah.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Lety's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Lety.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Madison's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Madison.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Patrick's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Patrick.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Phone Call's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Phone Call.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Rachael's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Rachael.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Stephanie's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Stephanie.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() Loaded Vickie's story successfully: E:/House Party/HouseParty_Data/StreamingAssets/Mods/Stories/Original Story/Vickie.character UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekEvents.Stories.CharacterStoryData:ODIKLBNKJLN(String) EekCharacterEngine.CharacterManager:MJNPMJIADPN() EekCharacterEngine.CharacterManager:Awake() CTAA Standard Mode Enabled UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) CTAA_PC:Start() Loading saved game data. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:LoadSavedGame(SaveData) EekCharacterEngine.GameManager:CheckForLoadedGame() EekCharacterEngine.GameManager:Update() LoadGame successful. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:LoadSavedGame(SaveData) EekCharacterEngine.GameManager:CheckForLoadedGame() EekCharacterEngine.GameManager:Update() Unloading 375 unused Assets to reduce memory usage. Loaded Objects now: 160233. Total: 205.677200 ms (FindLiveObjects: 15.991900 ms CreateObjectMapping: 11.554600 ms MarkObjects: 176.571800 ms DeleteObjects: 1.558600 ms) AUTOSAVE: called with delay of 0 which starts now. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) IMLDHPMKHEA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: delay of 0 has ended. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: calling to perform the autosave. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Starting HousePartySaveLoadManager Save routine. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) SaveLoadManager:PerformAutoSave() HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: Save identified as an autosave. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) SaveLoadManager:PerformAutoSave() HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: Setting autosave as dirty. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) SaveLoadManager:PerformAutoSave() HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Ending HousePartySaveLoadManager Save method. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) SaveLoadManager:PerformAutoSave() HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AutoSaved game. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: starting coroutine to autosave again with delay: 360 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: called with delay of 360 which starts now. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: delay of 360 has ended. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: called with delay of 30 which starts now. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: delay of 30 has ended. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: called with delay of 30 which starts now. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: delay of 30 has ended. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: called with delay of 30 which starts now. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: delay of 30 has ended. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: called with delay of 30 which starts now. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: delay of 30 has ended. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: called with delay of 30 which starts now. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Forcing late attack impact for Madison's attack. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekCharacterEngine.Components.CCombat:CDAKDCNIDDC() DDBBAAAOLFA:Invoke() CharacterBase:Update() Forcing late attack impact for Madison's attack. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekCharacterEngine.Components.CCombat:CDAKDCNIDDC() DDBBAAAOLFA:Invoke() CharacterBase:Update() Forcing late attack impact for Madison's attack. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekCharacterEngine.Components.CCombat:CDAKDCNIDDC() DDBBAAAOLFA:Invoke() CharacterBase:Update() AUTOSAVE: delay of 30 has ended. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: called with delay of 30 which starts now. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Forcing late attack impact for Madison's attack. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekCharacterEngine.Components.CCombat:CDAKDCNIDDC() DDBBAAAOLFA:Invoke() CharacterBase:Update() Forcing late attack impact for Madison's attack. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekCharacterEngine.Components.CCombat:CDAKDCNIDDC() DDBBAAAOLFA:Invoke() CharacterBase:Update() Forcing late attack impact for Madison's attack. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) EekCharacterEngine.Components.CCombat:CDAKDCNIDDC() DDBBAAAOLFA:Invoke() CharacterBase:Update() AUTOSAVE: delay of 30 has ended. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: called with delay of 30 which starts now. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: delay of 30 has ended. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: called with delay of 30 which starts now. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: delay of 30 has ended. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: called with delay of 30 which starts now. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: delay of 30 has ended. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: called with delay of 30 which starts now. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: delay of 30 has ended. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: called with delay of 30 which starts now. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: delay of 30 has ended. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: called with delay of 30 which starts now. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: delay of 30 has ended. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: called with delay of 30 which starts now. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: delay of 30 has ended. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: called with delay of 30 which starts now. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: delay of 30 has ended. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: calling to perform the autosave. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Starting HousePartySaveLoadManager Save routine. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) SaveLoadManager:PerformAutoSave() HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: Save identified as an autosave. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) SaveLoadManager:PerformAutoSave() HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: Setting autosave as dirty. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) SaveLoadManager:PerformAutoSave() HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Ending HousePartySaveLoadManager Save method. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) SaveLoadManager:PerformAutoSave() HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AutoSaved game. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: starting coroutine to autosave again with delay: 360 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: called with delay of 360 which starts now. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: delay of 360 has ended. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: calling to perform the autosave. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Starting HousePartySaveLoadManager Save routine. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) SaveLoadManager:PerformAutoSave() HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: Save identified as an autosave. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) SaveLoadManager:PerformAutoSave() HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: Setting autosave as dirty. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) SaveLoadManager:PerformAutoSave() HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Ending HousePartySaveLoadManager Save method. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) SaveLoadManager:PerformAutoSave() HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AutoSaved game. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: starting coroutine to autosave again with delay: 360 UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) AUTOSAVE: called with delay of 360 which starts now. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) HMMDKMJEBNA:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr) Starting HousePartySaveLoadManager Save routine. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) HousePartySaveLoadController:FJPADKOAEEL(String) GHCJCJFEJPM:Invoke(String) SaveManager:ACOILADLNGH(String, Boolean) DDBBAAAOLFA:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler:Invoke(Object, EventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Save NOT identified as an autosave. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) HousePartySaveLoadController:FJPADKOAEEL(String) GHCJCJFEJPM:Invoke(String) SaveManager:ACOILADLNGH(String, Boolean) DDBBAAAOLFA:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler:Invoke(Object, EventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() saving file: C:/Users/Harmonogram/AppData/LocalLow/Eek/House Party/Saves/08_15_2022-0602_1h 38m 58s.save UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) HousePartySaveLoadController:FJPADKOAEEL(String) GHCJCJFEJPM:Invoke(String) SaveManager:ACOILADLNGH(String, Boolean) DDBBAAAOLFA:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler:Invoke(Object, EventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() Ending HousePartySaveLoadManager Save method. UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) HousePartySaveLoadManager:Save(String) HousePartySaveLoadController:FJPADKOAEEL(String) GHCJCJFEJPM:Invoke(String) SaveManager:ACOILADLNGH(String, Boolean) DDBBAAAOLFA:Invoke() UnityEngine.Events.InvokableCall:Invoke(Object[]) UnityEngine.Events.UnityEvent:Invoke() System.EventHandler:Invoke(Object, EventArgs) UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointerButton(ButtonState&, PointerEventData) UnityEngine.InputSystem.UI.InputSystemUIInputModule:ProcessPointer(PointerModel&) UnityEngine.InputSystem.UI.InputSystemUIInputModule:Process() UnityEngine.EventSystems.EventSystem:Update() AUTOSAVE: starting SaveAutoSaveToFile method UnityEngine.Logger:Log(LogType, Object) UnityEngine.Debug:Log(Object) SaveLoadManager:SaveAutoSaveToFile() SaveLoadManager:OnDestroy()