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Tracking papyrus log errors out of curiosity


Scribblette

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I'm trying to determine how serious the few errors I receive in Papyrus are, and what the steps are that I can take to get rid of these. I remember reading something about being able to abandon orphan scripts and I'm wondering if these count.

 

They only occur at loading of the game, and include helpful descriptions such as:

- Cannot open store for class " ", missing file?

- Unable to bind script " " to " " because base types do not match.

- Property compatibility on script " " attached to alias DE_Player on quest " " cannot be bound because alias " " on quest " " is not the right type

- Property on script attached to player on quest cannot be initialized because script no longer contains that property.

 

The Creation Kit wiki doesn't make them much clearer either. Here are the logs:

 

http://snipt.org/Alt0

http://snipt.org/Alu7

 

I've only noticed a couple of glitches so far. The first quest with the Companions (to go out back and fight Vilkas) had me executed several times before I managed to get the hits off fast enough to finish the quest. Besides that I've only had one CTD so far, but given that I'm running SkyTEST with uGrids 7, I expected that to happen.

 

Incidentally, is the Portal Space Sphere supposed to talk while we're travelling? It doesn't say anything to me unless I go into the inventory and click it, and then it only ever talks about space, which eventually just makes it a waste of 3.14 bits of my inventory.

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Regarding the Companions "strength of arm" test. You probably have some mod which performs some sort of "magic" trick to dynamically apply scripts to NPCs around your character. Because it uses something considered as "magic" by the game the NPCs consider it to be an attack. This is what is known as the Brawl Bug. There is a mod intended to correct these situations. Or you can determine which mod is causing it, save before the brawl, deactive said mod, do the brawl, reactivate the mod.

 



 

 

Property on script attached to player on quest cannot be initialized because script no longer contains that property

 

This is solvable by loading the mod or dlc associated with the script. Finding ALL forms that the script is assigned directly to, opening them, opening the properties window, pressing OK to fix the properties, press OK to save the record, re-save the plugin. If it is from a dlc you may need to make a standalone plugin that has the correction.

 

I'm not sure how to "correct" the others. However, they shouldn't be too much of a bother for the game. I'd be more concerned if those are reports from mods that you have removed. If they are from currently active mods, I wouldn't worry too much.

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Thanks! I haven't removed any mods for the latest play through - it was a clean install with mods added. I was under the impression the brawl bug was already fixed within them.

 

I tried dispelling all spell effects, removing all armor and weapons and turning off all mods I could think of that affected combat (ASIS and SkyRE Combat) but he was still aggressive. Using SUM with ASIS (skyre perks excluded as far as I could tell), Automatic Variants and Reproccer.

 

So I need to somehow (perhaps by re-enabling one by one) determine which mod is calling that script, then open it in the construction kit to follow your instructions.

 

My current load order:

 

 

 

Skyrim

Update

Dawnguard

Hearthfires

Dragonborn

Skyrim Project Optimization - Full Version

Climates of Tamriel

Omegared99-Compilation

SPIKE

portal2mod

HighResTexturePack01,02,03

FixedEyeAdaption

Unofficial Skyrim, Dawnguard, Hearthfire, Dragonborn Patches

Chesko_Frostfall

Better Dynamic Snow

Climates of Tamriel - Sound

Further Dark Dungeons for ENB

Static Mesh Improvement Mod

SkyUI

iHUD

DragonbornArmorFix

hothtrooper44_ArmorCompilation

OmegaRed-WeaponSets

WayOfTheVoice

DeadlyDragons

SkyRe_Main, Combat, Crafting Fix, Encounter Zones, Enemy Scaling, Standing Stones, Survivalism

Achieve That

Guard Dialogue Overhaul

Immersive Weapons

SkyTEST-Realistic Animals & Predators, Dawnguard, Dragonborn

Unread Books Glow

Climates of Tamriel Dawnguard, Dragonborn Patches, Nights Level 1

Apocalypse - The Spell Package

HitStop

ACE BYOG

GDO_Plugin_SkyRe

StavesOfSkyrim

SkyRe_Races

WATER, Plants, DB Waves

Bashed Patch, 0 (built with everything afterwards unselected first)

Automatic Variants

ASIS-Dependency

ASIS

SkyRE_EnemyAI (disabled until after SUM runs ASIS)

Reproccer, ReproccerNONPLAYERfix, ReproccerDragonborn

ForgottenMagic_Redone.esp

 

 

Edited by Scribblette
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This is the brawl bug patch mod.

http://skyrim.nexusmods.com/mods/24020/?

 

You might want to give it a shot. Just make sure you read up on it to ensure compatibility.

 

 

My "instructions" had nothing to do with the brawl bug. That was for that one property warning where the property had been removed from the script itself. You could safely ignore that warning. The record has a property entry stored in the ESP, but the script doesn't have that property and therefore won't use the property anyway. It's really just a harmless mismatch report. Even if you do want to go thru the hassle of removing those reports form your log, you don't need to go thru them on a one by one process.

 

Example from your log

[06/03/2013 - 09:36:26PM] WARNING: Property ATMain on script AT_OnLoadScript attached TO ALIAS AliasforPlayer on quest AT_QST113 (260058DF) cannot be initialized because the script NO longer contains that property

This says in a longer nutshell:

The variable ATMain which is a property set for use on script AT_OnLoadScript which is attached to the alias AliasforPlayer on the quest AT_QST113 (260058DF) can not be used because the script itself does not have that property.

 

Notice the eight digit hex number? That corresponds to the ID number of the quest that the alias which has the script assigned is attached to. The first two digits are the mod or dlc as indicated by their load order. It is a two digit hex number rather than a normal number. The remaining six digits correspond to the form ID as found in the Creation Kit.

 

So if you located the mod with the load order position of hex number 26, that would be the mod to load in the Creation Kit. Then you'd need to call up the quest. Which you can do by searching for the last 6 digits of the hex number or by using the name that is displayed in the warning message.

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Ah, sorry - I edited my post and placed the bit about your instructions in the wrong section of my post, making it look like I'd associated your brawl bug information with your instructions.

 

But I appreciate your clarification - now I know that the property warning is from mod #26 in hex in the load order, which is Achieve That. Also realized it was given away by the title ATMain and AT_OnLoadScript. :)

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