I just got DB 2 days ago. I had a few issues but they were minor or my fault. The guide here said it wasn't afkable

my fault. I didn't notice at the end of a couple of quests it started them over. I was sitting here virtually the entire time anyway so it wasn't a big deal. I still haven't figured out how to use the Lazy option to stop and start Trinity. I really really wish there was a pause off and on option with a button.
My real issue right now is that Act 5 keeps failing.
Loaded Act 5 by rrrix
System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> System.ArgumentNullException: Value cannot be null.
Parameter name: source
at System.Linq.Enumerable.Any[TSource](IEnumerable`1 source, Func`2 predicate)
at Trinity.Framework.Actors.Properties.CommonProperties.Populate(TrinityActor actor) in D:\Demonbuddy2\Plugins\Trinity\Framework\Actors\Properties\CommonProperties.cs:line 30
at Trinity.Framework.Actors.ActorTypes.TrinityActor.FullUpdate() in D:\Demonbuddy2\Plugins\Trinity\Framework\Actors\ActorTypes\TrinityActor.cs:line 183
at Trinity.Framework.Actors.ActorTypes.TrinityActor.OnCreated() in D:\Demonbuddy2\Plugins\Trinity\Framework\Actors\ActorTypes\TrinityActor.cs:line 158
at Trinity.Framework.Actors.ActorFactory.CreateActor[T](ActorSeed actorSeed) in D:\Demonbuddy2\Plugins\Trinity\Framework\Actors\ActorFactory.cs:line 142
at Trinity.Framework.Actors.ActorFactory.CreateActor(RActor rActor) in D:\Demonbuddy2\Plugins\Trinity\Framework\Actors\ActorFactory.cs:line 58
at Trinity.Framework.Actors.ActorCache.TryAddRActor(Int32 id, RActor rActor, Boolean& result) in D:\Demonbuddy2\Plugins\Trinity\Framework\Actors\ActorCache.cs:line 176
at Trinity.Framework.Actors.ActorCache.<>c__DisplayClass37_1.<UpdateRActors>b__0(Int32 id) in D:\Demonbuddy2\Plugins\Trinity\Framework\Actors\ActorCache.cs:line 154
at System.Collections.Concurrent.ConcurrentDictionary`2.AddOrUpdate(TKey key, Func`2 addValueFactory, Func`3 updateValueFactory)
at Trinity.Framework.Actors.ActorCache.UpdateRActors() in D:\Demonbuddy2\Plugins\Trinity\Framework\Actors\ActorCache.cs:line 153
at Trinity.Framework.Actors.ActorCache.UpdateObjectsFromMemory() in D:\Demonbuddy2\Plugins\Trinity\Framework\Actors\ActorCache.cs:line 80
at Trinity.Framework.Actors.ActorCache.Update() in D:\Demonbuddy2\Plugins\Trinity\Framework\Actors\ActorCache.cs:line 56
at Trinity.Framework.Actors.ActorCache.OnPulse() in D:\Demonbuddy2\Plugins\Trinity\Framework\Actors\ActorCache.cs:line 44
at Trinity.Framework.Objects.Module.FirePulse(Boolean force) in D:\Demonbuddy2\Plugins\Trinity\Framework\Objects\Module.cs:line 78
at Trinity.Framework.Objects.Module.FireEvent(ModuleEvent moduleEvent) in D:\Demonbuddy2\Plugins\Trinity\Framework\Objects\Module.cs:line 49
at Trinity.Framework.ModuleManager.<>c__DisplayClass3_0.<FireEvent>b__0(Module util) in D:\Demonbuddy2\Plugins\Trinity\Framework\ModuleManager.cs:line 26
at Trinity.Framework.ModuleManager.ExecuteOnInstances(Action`1 action) in D:\Demonbuddy2\Plugins\Trinity\Framework\ModuleManager.cs:line 36
at Trinity.Framework.ModuleManager.FireEvent(ModuleEvent moduleEvent) in D:\Demonbuddy2\Plugins\Trinity\Framework\ModuleManager.cs:line 26
at Trinity.Framework.Core.Update(Boolean force) in D:\Demonbuddy2\Plugins\Trinity\Framework\Core.cs:line 107
at Trinity.Framework.Core.Pulse(Object sender, EventArgs eventArgs) in D:\Demonbuddy2\Plugins\Trinity\Framework\Core.cs:line 92
--- End of inner exception stack trace ---
at System.RuntimeMethodHandle.InvokeMethod(Object target, Object[] arguments, Signature sig, Boolean constructor)
at System.Reflection.RuntimeMethodInfo.UnsafeInvokeInternal(Object obj, Object[] parameters, Object[] arguments)
at System.Delegate.DynamicInvokeImpl(Object[] args)
at Zeta.Bot.Pulsator.(Delegate , Object[] )
ToggleTargeting, new values: Looting:True LootRadius:300 Combat:True KillRadius:90