Crashing on mission startup

Issue Type (Required):

Crash - During Play

Issue Description (Required):

crash on mission start up i have tried uninstalling some mods and 0 changes

[PC] Do You Use Mods? (Optional):

Yes, but I haven’t tried disabling them

Reproduction Rate (Required):

Constant (100%)

Platform (Required):

PC - Steam

[PC] Crash Report (Optional):

GUID: 0e44e87e-2577-4ad4-af40-430b23d4afbe
Log File:
Info Type:

[Script Error]: scripts/managers/ui/ui_renderer.lua:370: bad argument #2 to ‘Gui2_bitmap’ (string expected, got boolean)

[PC] Upload Console Log & darktide_launcher.log (Optional):

darktide_launcher.log (480 KB)
console-2026-03-19-20.55.26-0e44e87e-2577-4ad4-af40-430b23d4afbe.log (210 KB)

Try uninstalling this mod: RunTimer

You should probably also uninstall animation_events to be safe (you don’t seem to have scoreboard so you won’t miss it).

4 Likes

that fixed it. im gonna kiss you my good sir

2 Likes

oh dude, you’re the man. How did you find out this was the mod causing issues? Trial and error?

EDIT: No, I see you’re a modder! Nice! Assuming it wasn’t trial and error then, what about the error output led you to RunTimer?

1 Like

I had seen the same crash a couple of days ago so the process was faster this time but I’ll take you through the steps for reading the console log from the first time I saw this error.

  • Firstly, don’t get intimidated by the tech mumbo jumbo in the log. Let your eyes filter that out and look for words in English. They are the clues.
  • In a crash, the last thing that goes through the game’s mind before it dies is the crash itself so the most important stuff is right at the end.

For mod-related crashes the three most useful things are:

  1. Lua Stack – the numbered chain of files in which something broke down. A lot of the time you will see mods named in this list which makes things easier. Sometimes a couple of mods will be named so you just check each of them. This RunTimer crash only has general stuff about hud widgets which makes it a slightly more complex puzzle.

<>scripts/managers/ui/ui_renderer.lua:370: bad argument #2 to ‘Gui2_bitmap’ (string expected, got boolean)<</Script Error>>
<> [1] =[C]: in function Gui2_bitmap
[2] @scripts/managers/ui/ui_renderer.lua:370: in function script_draw_bitmap
[3] @scripts/managers/ui/ui_passes.lua:132: in function draw
[4] @scripts/managers/ui/ui_widget.lua:723: in function _draw_widget_passes
[5] @scripts/managers/ui/ui_widget.lua:829: in function draw
[6] @scripts/ui/hud/elements/hud_element_base.lua:233: in function _draw_widgets
etc etc…
<</Lua Stack>>

  1. Lua Locals (“local variables” that were used by the files in the stack) – second place you look and is immediately below the stack. You’re not trying to apply coding knowledge, just look for recognisable keywords that give clues about the type of mod involved. E.g. if there is stuff about weapon attachments then a mod like Extended Weapon Customization becomes a suspect. In this console log we can see this line:

[5] widget = table: 000000000DAB6ED0; ui_renderer = table: 000000000B6B11E8; name = “run_timer_background”; visible = true; style = table: 000000000DAB6F08; content = table: 000000000DAB6EA8; animations = table: 000000000DAB7A78; offset = table: 000000000DAB7638; scenegraph_id = “run_timer_background”; ui_scenegraph = table: 000000000A1D3B90; position = Vector3(50, 10, 3); gamepad_active = false

  1. There will be a list of mods elsewhere in the console log – There was literally a mod called RunTimer so it was the first thing I recommended disabling. At this point in the process trial and error / luck / experience starts to play a bigger part.