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jaghar7

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  1. Follow up: Well I'm pretty sure I'm officially a duffus! And if you're having the same problems as me you probably are too. :) Bleedin' loose scripts in Data/Scripts for both Lucian and Inigo specific to the quests that I've been having trouble with! *eyeroll* I'm sure I must've thought to myself.. it's ok. They're exactly the same as the ones in the .bsa right? Well apparently it does matter. As for the issue I had with my own mod? meh. Solution: Delete the offending loose scripts and reset the quests.. oh look they work now.
  2. Ugh.. ok. Fact: The problem described DID occur. The nature and scope of that problem is perhaps another story. 1: Rather than quest aliases being cleared. It now seems plausible that their values from the CK were not filled in when the quest initialized. 2: Quests that are NOT running apparently don't get their aliases filled with their predetermined values? So all of those quests from Inigo (and probably the other mods) I thought were buggy are probably fine. As I'm now seeing a consistent pattern here. Which is.. not launched at game start = empty aliases. I still have no blasted clue how or why Inigo & Lucien had blank quest aliases on key quests in my last game. What screws up quest initialization such that quest aliases don't get filled??? The world, may never know. Bottom line, game seems to be back in reasonable order. Still baffled but I don't care nearly as much as my critical quest is now running properly as are Inigo's and others that were having issues before. WEird.
  3. Bizarreness continues.. So I decided to modify a script to see if I could catch the game in the act.. which in itself I'm unsure of what I'm looking at.. but it was necessary to add and define a script property to one of the affected quests in my mod. Suddenly, that particular quest is no longer having its aliases cleared. I didn't change anything else, just added 1 property to a script. Inigo's quests are still afflicted. I guess some of the 'randomness' I was experiencing is now hinted at. Update the mod, change which quests are affected? Still utterly perplexed but at least I can get back to work. Now to reinstall everything. :tongue:
  4. After some testing.. I've now stripped my game down to just my own follower. Problem doesn't go away but I can attest to the fact that I have absolutely nothing that would clear these quest aliases.. ever. Reinstalled Inigo, no change. Same quests that had their aliases cleared are still cleared for him as well. I'm not even running SKSE or anything else at this point. At least it's not random at this point. If it were I could at least get 'lucky' and have critical quests not get cleared, but it's easier to test this way since I don't have to check every quest in the mod I'm looking at. I had looked at a couple other mods before I uninstalled them all. Moon and Star for example had the same issue with one quest as well. Why do I get the most bizarre issues? *eyeroll* It's had to imagine anything but a script causing this, but it's not being caused by other mods and I sure as heck don't have my scripts clearing aliases on these quests. Nothing in the logs to explain it either.
  5. Just a random CTD? Hard to say. Now if it consistently happens under the same conditions and/or in the same spot then you have something to work with. Even with no mods, Skyrim can CTD now and then. (Albeit normally less often). Unless it's a frequent problem I wouldn't worry too much about it. I would strongly recommend however that you drop A Matter of Time. It doesn't run well on AE sadly. :(
  6. Several of my mods have had quests where the aliases are never filled at the start of the game and the mods affected aren't always the same. Now how is that for bizarre? So for example.. in my last game Inigo was one of the affected mods. Aliases for his quests InigoMapMarker and BadVibrations weren't filled. The result was his map marker (and quest) never appeared and while his Bad Vibrations progressed to a point, Langley's house never appeared. Lucien was also affected and he and Inigo never bantered, Lucien's quest never started and dialogue options to train him never appeared. Now I just started a new game, Inigo's & Lucien's quest aliases for the afore mentioned quests are filled, but a quest from my own follower (whose aliases were filled in the last game) now has cleared aliases. This has been going on for awhile and I've only just been picking up on the randomness of it all. I have no clue what kind of issue can cause this. Questreset doesn't help. I can find no obvious conflicts with SSEEdit. My Google-Fu is failing me as everyone else is asking why their own quest aliases aren't working etc. Anyone have any idea what is going on here? Edit: Yay it's even worse than I thought. It's not so random (but it does still change, just not apparently every game).. Just doing some testing.. something like 17 out of 25 or so of Inigo's quests that start with filled aliases (in the CK) are all cleared at the start of the new game. Plus others of different mods. It's no wonder Inigo and Lucien didn't interact at all in my last game.
  7. I think you pretty much covered everything there is to cover on the subject. :) Thanks. I was curious because as you surmised, the quest fragment script did not contain then OnUpdate event. One assumes that the original authors must know what they're doing after all. :) I am also curious about adding the OnUpdate. I tend to add properties by editing the script and have found that so long as it's added outside of the fragment code (ie after ;END FRAGMENT CODE) that the CK leaves it alone. Just having done a simple test I added Event OnUpdate()endEvent To the script at the very end and then went back to the quest fragment and made a change. It worked. :) Going to have to play with this later.
  8. Well I tried RegisterForUpdate and RegisterForSingleUpdate and got bumpkis. :P RegisterForUpdate(60)Debug.Notification("Quest Fragment Update 60s Test")Debug.Trace("Quest Fragment Update 60s Test") No compile or papyrus errors but no luck. Double checked quest was running and on the right stage on a new game. Nothing.
  9. So poking around a vanilla quest I spied the use of RegisterForUpdate(). I couldn't find much on the topic except one person who tried it seemed to end up spamming the papyrus log and seemed to think it ignored the time interval. So I'm wondering how it actually works. The impression I'm left with is that rather than calling an OnUpdate() event it simply calls the fragment, or rather the script containing the fragment. In one case I found RegisterForUpdate() in an early quest fragment and Unregister in the last fragment which suggests that it continues to run a quest's active fragment until it's told to stop? Naturally, the CK wiki doesn't address this use at all, at least not clearly. I can think of a use or two for this. If I could say.. use RegisterForSingleUpdate(x) to keep checking a fragment until the stage change or quest shutdown. But also depending on whether or the timing works properly. I don't want to tell it 60 seconds and have it end up firing 60 times per second. :) Can anyone shed light on this for me? I suppose I could just test it but it seemed like an interesting question to actually ask. :)
  10. Thanks. That's a darn shame though. It could've been useful otherwise.
  11. I'd just like to verify something as I can't find a clear answer. Am I correct is assuming that the conditions on quest stages are only checked once when a quest stage is set? So if I were to say, have a condition GetStage <quest> == 50, it wouldn't keep checking until that condition is met before and then fire the script fragment for that stage. (Assuming the stage hasn't changed). It would just check the one time and that's it? Thanks
  12. Moving the scripts off the alias to the quest's script tab seems to have done the trick. No more unable to bind errors. Time for the in-game test. Edit: Confirmed. Working again.
  13. I get that. I do. It's just, really those two lines are it. There's just not enough there to not be obvious. No information being passed to the function or anything like that. If there's anything in that script that would cause this kind of error then the laws of space time make no sense. And I don't want to tell anyone 'please look through this huge script and tell me why calling this function doesn't work' when I have no doubt the problem is somewhere else. Everything else works. I guess if you REALLY want to see the whole thing I don't mind posting it but I would be utterly stunned and amazed (and quite humbled I'm sure) if you found something related to my current issue. Yes, the scripts extend ReferenceAlias. (Until I move them of course). If the alias was empty the script shouldn't be running at all and neither would several others. At least, that was my understanding and my thinking behind putting them on the alias in the first place. ie I thought for one instance, if I only want Script A to run while my follower is actively following me then I'll put it on the quest alias that contains the follow package. (No alias filled, nothing for the script to run on right? Right?? ) Although, in retrospect that was pretty dumb for this particular quest. Since the alias is always filled and the quest is always running. Meh. I'm new and figuring this out as I go. I'll know better next time (I hope). :smile: Some of my set up is atrocious but somehow it still works. Except when I have issues like this where it used to work and now gives me grief. I suppose it's nice to know that things that stump me can still stump the more experienced. Though I really do appreciate you taking the time.
  14. I really don't think it's that complicated. Error: Property LootScript on script BB_BowenUpdate attached to alias Bowen on quest BB_BowenTravelQuest (AF02AB7C) cannot be bound because alias Bowen on quest BB_BowenTravelQuest (AF02AB7C) is not the right type. Cannot be bound is pretty common is it not? What IS the 'right type'? Ergo property is not being filled. Error: Cannot call SearchForLoot() on a None object, aborting function callstack:[alias Bowen on quest BB_BowenTravelQuest (AF02AB7C)].BB_BowenUpdate.OnUpdate() - "BB_BowenUpdate.psc" Line 185 Cow is had when trying to call said function. Hands are thrown up as the script is aborted and Bowen just stands around leaving me scratching my head. The only relevant parts of the script I can think of that wouldn't cause compile to file if they weren't... well I can't think of any. It's just property and calling the function. BB_LootScript Property LootScript Auto and LootScript.SearchForLoot() and if those were incorrect it wouldn't compile. Which is why I didn't post it before. I can't see how the script side is an issue? The property is assigned to the right quest/alias which is just a reference alias to a forced reference of my follower. Is there some kind of issue with a script property on a script, on a reference alias, pointing to a reference alias? I'm not sure what you mean by record holding the script. Though I think the ultimate solution is just to move the scripts to the quest tab (with proper adjustments of course).
  15. So I guess I need a little help understanding something. I'm trying to get script A to call a function in script B. I can swear that it was working before but now the logs are saying the property can't be bound because the alias that has script B is 'not the right type'. In this scenario, both scripts reside on the same quest alias. Now I can't recall if I changed anything but I'm sure I didn't and it was working before. It's a hard thing to search on because all the search results are regular players posting their papyrus logs. I'm also not sure what other information is particularly relevant. 1: Do I need to move or otherwise put a copy of the target script in the quest's script tab and point the property to that? or 2: Do I need to change the alias' fill type? I can't even be sure which 'type' the error is referring to. or 3: Is there conceivably something else that might cause the "cannot be bound" cause of "not the right type". and/or 4: Is there a potential code fix for this kind of thing? Or is it strictly a CK fix? I am testing this on a fresh game, properties are configured. Is there anything else specific anyone needs to know to provide me some insights on this? Side question: What reasons are there to place a script on an alias vs in the quest's script tab? I put my scripts on the alias as I don't need them to run anywhere else, but does it even matter? Thanks.
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