I have fantastic news! I have gotten the error in your new build. (location: Silverpine, spring season) Here it is:
System.NullReferenceException: Object reference not set to an instance of an object.
at TypeSerializationUtility.SerializeWithType (ISerializable serializable, System.IO.BinaryWriter binaryWriter) [0x00000] in <00000000000000000000000000000000>:0
at RoutineArgument_SeekPlayerAndTalk.Serialize (System.IO.BinaryWriter binaryWriter) [0x00000] in <00000000000000000000000000000000>:0
at TypeSerializationUtility.SerializeListWithType[T] (System.Collections.Generic.List`1[T] list, System.IO.BinaryWriter binaryWriter) [0x00000] in <00000000000000000000000000000000>:0
at NPCRoutine.Serialize (System.IO.BinaryWriter binaryWriter) [0x00000] in <00000000000000000000000000000000>:0
at WalkUpManager.Serialize (System.IO.BinaryWriter binaryWriter) [0x00000] in <00000000000000000000000000000000>:0
at SerializationManager.SerializePersistent () [0x00000] in <00000000000000000000000000000000>:0
at SerializationManager.Save (System.String saveFileName) [0x00000] in <00000000000000000000000000000000>:0
at SaveUI.Save (System.Int32 saveSlot) [0x00000] in <00000000000000000000000000000000>:0
at SaveUI+<AutosaveCoroutine>d__29.MoveNext () [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00000] in <00000000000000000000000000000000>:0
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I also got an additional one outside of Silverpine (Sending this too because it's distinct):
System.NullReferenceException: Object reference not set to an instance of an object.
at TypeSerializationUtility.SerializeWithType (ISerializable serializable, System.IO.BinaryWriter binaryWriter) [0x00000] in <00000000000000000000000000000000>:0
at RoutineArgument_SeekPlayerAndTalk.Serialize (System.IO.BinaryWriter binaryWriter) [0x00000] in <00000000000000000000000000000000>:0
at TypeSerializationUtility.SerializeListWithType[T] (System.Collections.Generic.List`1[T] list, System.IO.BinaryWriter binaryWriter) [0x00000] in <00000000000000000000000000000000>:0
at NPCRoutine.Serialize (System.IO.BinaryWriter binaryWriter) [0x00000] in <00000000000000000000000000000000>:0
at WalkUpManager.Serialize (System.IO.BinaryWriter binaryWriter) [0x00000] in <00000000000000000000000000000000>:0
at SerializationManager.SerializePersistent () [0x00000] in <00000000000000000000000000000000>:0
at SerializationManager.Save (System.String saveFileName) [0x00000] in <00000000000000000000000000000000>:0
at SaveUI.Save (System.Int32 saveSlot) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.Events.UnityEvent.Invoke () [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.EventSystems.StandaloneInputModule.ReleaseMouse (UnityEngine.EventSystems.PointerEventData pointerEvent, UnityEngine.GameObject currentOverGo) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.EventSystems.StandaloneInputModule.ProcessMousePress (UnityEngine.EventSystems.PointerInputModule+MouseButtonEventData data) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.EventSystems.StandaloneInputModule.ProcessMouseEvent (System.Int32 id) [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.EventSystems.StandaloneInputModule.Process () [0x00000] in <00000000000000000000000000000000>:0
at UnityEngine.EventSystems.EventSystem.Update () [0x00000] in <00000000000000000000000000000000>:0
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Update: The longer error is sent when I try to manually save (regardless of location) and the shorter error is sent when the game autosaves (regardless of location)