84Cronos Posted May 19, 2022 Share Posted May 19, 2022 (edited) I recently created an update for my player home mod. I only fixed things that are not script related except for one new script that I added.I then ran the whole thing through fo4Edit and got this error: TWH_ConcordQuest "The Way Home 1" [QUST:B1003214]QUST \ VMAD - Virtual Machine Adapter \ Script Fragments \ Script \ Script Data \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [b102C579] < Error: Could not be resolved > So my question is if this can somehow lead to any problems? Because my theory so far is that the problem is that I accidentally deleted the source files for the scripts while all the compiled ones are still there. After looking at the quest in the CK, it wasn't able to load fragment source files(makes sense) and probably set some kind of flag which would explain the error message? But I think that this should be totally fine gameplay-wise as long as I've my compiled scripts in place. I even tested it several times ingame and everything was fine. Can anyone with more papyrus scripting experience confirm my theory? Edited May 19, 2022 by 84Cronos Link to comment Share on other sites More sharing options...
DieFeM Posted May 20, 2022 Share Posted May 20, 2022 (edited) Actually this error is telling you that a property of an script fragment from this quest (no idea which script frament it is) is pointing to something (which used to have B102C579 as Form ID) is now missing from your esp. Probably you removed it, the CK uses to warn you before removing somthing that is being used by other form, though. EDIT: Source scripts don't have any Form Id, so you can discard em as the culprit. Edited May 20, 2022 by DieFeM Link to comment Share on other sites More sharing options...
84Cronos Posted May 20, 2022 Author Share Posted May 20, 2022 Actually this error is telling you that a property of an script fragment from this quest (no idea which script frament it is) is pointing to something (which used to have B102C579 as Form ID) is now missing from your esp. Probably you removed it, the CK uses to warn you before removing somthing that is being used by other form, though. EDIT: Source scripts don't have any Form Id, so you can discard em as the culprit. Thank you a lot for the reply. The only thing that I can think of that used to be the value of one of my properties was an enable marker(that was a property of the quest fragments) that I removed later in the development process because I didn't need it anymore. This the only thing I can think of. All the other properties of the quest are still in use and working afaik. So based on your judgement and my testing, I would assume that this error has no effect on the stability of my mod. Link to comment Share on other sites More sharing options...
DieFeM Posted May 20, 2022 Share Posted May 20, 2022 Clearing the value in the property of the script fragment should avoid this warning, but you might keep getting "None" type warnings in the game logs,if you have them enabled, since the property value is empty and papyrus calls any empty variable a "None". The script will be doing something with the empty property, so you might want to also remove the use of such property in whatever script it is being used. It should not be a problem, fixing it is just a matter of neatness, though. Link to comment Share on other sites More sharing options...
84Cronos Posted May 21, 2022 Author Share Posted May 21, 2022 Thank you for the further information. But doesn't it need to recompile the script after I remove the property and it can't because there is only a compiled version left? Also: I had problems removing properties from script fragments before. Do I need to find the specific quest fragment that added the property and remove that specific fragment? Link to comment Share on other sites More sharing options...
DieFeM Posted May 21, 2022 Share Posted May 21, 2022 But doesn't it need to recompile the script after I remove the property and it can't because there is only a compiled version left? Yes, you're right. Also: I had problems removing properties from script fragments before. Do I need to find the specific quest fragment that added the property and remove that specific fragment?Indeed is a bit overcomplicated removing a property, but is doable. You need to clear its value then, in the advanced tab, click on "Edit Script" and remove the line where the property is declared and save it, then go back to the fragment tab and compile it (previously removing any use of such property of course). Once compiled the property will be gone from the properties list. Of course you need the source code to edit any script (including the properties), for which you might need to use a decompiler. Note that a decompiled script is not 100% accurate, so you might not be able to simply remove the property, in which case, if it does not do any other function, you might want to remove the whole fragment (in the "Advanced" tab). Link to comment Share on other sites More sharing options...
84Cronos Posted May 21, 2022 Author Share Posted May 21, 2022 (edited) But doesn't it need to recompile the script after I remove the property and it can't because there is only a compiled version left? Yes, you're right. Also: I had problems removing properties from script fragments before. Do I need to find the specific quest fragment that added the property and remove that specific fragment?Indeed is a bit overcomplicated removing a property, but is doable. You need to clear its value then, in the advanced tab, click on "Edit Script" and remove the line where the property is declared and save it, then go back to the fragment tab and compile it (previously removing any use of such property of course). Once compiled the property will be gone from the properties list. Of course you need the source code to edit any script (including the properties), for which you might need to use a decompiler. Note that a decompiled script is not 100% accurate, so you might not be able to simply remove the property, in which case, if it does not do any other function, you might want to remove the whole fragment (in the "Advanced" tab). Thanks. That's roughly what I was assuming and it's also the reason why I never attemped to use a decompiler so far because I wasn't sure how accurate it could be. So the best solution would be to just delete the specific quest fragment, rewrite the code and recompile, I guess. Or option B: Just leave it as is and live with the error that has hopefully no effect other than the script having a property that has no value(I don't know what the implications of this are and if this can lead to any serious issues further down the line) Edited May 21, 2022 by 84Cronos Link to comment Share on other sites More sharing options...
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