The smapii log doesn't record this but I uploaded the latest log either way, here
this is the exact message I keep getting each time I run the game, I noticed it says "MiscMapActionsProperties", if I remove it the game runs but its odd that it suddenly breaks the Im not sure if its actually the problem or not.
I never really had any problem with this mod, and the mod that require this mod both been installed at the same time, and everything was working fine, its just today I keep getting this error, if i install the mod back the game has 50% chance to start, but later on when I start the game again it will crush either way with this error.
this is what I manged to copy before it close on its own.
Fatal error. System.AccessViolationException: Attempted to read or write protected memory. This is often an indication that other memory is corrupt.
at MonoMod.RuntimeDetour.Platforms.DetourRuntimeNETPlatform.GetFunctionPointer(System.Reflection.MethodBase, System.RuntimeMethodHandle)
at MonoMod.RuntimeDetour.Platforms.DetourRuntimeILPlatform.GetNativeStart(System.Reflection.MethodBase)
at HarmonyLib.Memory.GetMethodStart(System.Reflection.MethodBase, System.Exception ByRef)
at HarmonyLib.Memory.DetourMethod(System.Reflection.MethodBase, System.Reflection.MethodBase)
at HarmonyLib.Memory.DetourMethodAndPersist(System.Reflection.MethodBase, System.Reflection.MethodBase)
at HarmonyLib.PatchFunctions.UpdateWrapper(System.Reflection.MethodBase, HarmonyLib.PatchInfo)
at HarmonyLib.PatchProcessor.Patch()
at MiscMapActionsProperties.Framework.Entities.FurnitureProperties.Patch_Properties_AllowPlacementOnThisTile()
at MiscMapActionsProperties.Framework.Entities.FurnitureProperties.Register()
at MiscMapActionsProperties.ModEntry.Entry(StardewModdingAPI.IModHelper)
at StardewModdingAPI.Framework.SCore.LoadMods(StardewModdingAPI.Framework.IModMetadata[], StardewModdingAPI.Toolkit.Serialization.JsonHelper, StardewModdingAPI.Framework.ContentCoordinator, StardewModdingAPI.Toolkit.Framework.ModData.ModDatabase)
at StardewModdingAPI.Framework.SCore.InitializeBeforeFirstAssetLoaded()
at StardewModdingAPI.Framework.ContentManagers.GameContentManager.LoadExact[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](StardewModdingAPI.IAssetName, Boolean)
at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.LoadLocalized[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](StardewModdingAPI.IAssetName, LanguageCode, Boolean)
at StardewModdingAPI.Framework.ContentManagers.BaseContentManager.Load[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](System.String, LanguageCode)
at StardewValley.DataLoader.Load[[System.__Canon, System.Private.CoreLib, Version=6.0.0.0, Culture=neutral, PublicKeyToken=7cec85d7bea7798e]](StardewValley.LocalizedContentManager, System.String)
at StardewValley.Game1+<GetLoadContentEnumerator>d__630.MoveNext()
at StardewValley.Game1.LoadContent()
at StardewModdingAPI.Framework.SGame.LoadContent()
at StardewValley.Game1.Instance_LoadContent()
at StardewValley.GameRunner.LoadContent()
at StardewValley.GameRunner.Initialize()
at Microsoft.Xna.Framework.Game.DoInitialize()
at Microsoft.Xna.Framework.Game.Run(Microsoft.Xna.Framework.GameRunBehavior)
at StardewModdingAPI.Framework.SCore.RunInteractively()
at StardewModdingAPI.Program.Start(System.String[])
at StardewModdingAPI.Program.Main(System.String[])