jedp15 Posted July 13 Share Posted July 13 Hi, I've been working on a quest project and during testing, I get crashes 100% of the time when a script runs from an activator. I put in Crash Logger and it gives me the same: "GAME CRASHED AT INSTRUCTION Base+0x00AC6BFE IN MODULE: D:\SteamLibrary\steamapps\common\Fallout New Vegas\FalloutNV.exe" for every crash. The script for the activator reads: scn AerieCleanupScript short Button Begin OnActivate if GetActionRef == player ShowMessage AerieCleanupMssg endif end begin MenuMode set Button to GetButtonPressed if Button == 0 imod FadeToBlackISFX SetPCSleepHours 2 AerieCleanupMarker.enable AerieActivatorFixGateREF.enable AerieActivatorCleanupREF.disable AerieStaticCleanupREF.enable SetStage AerieQuest 40 elseif Button == 1 CloseActiveMenu 1 endif end This script does what it's supposed to, but when I add this within the "if" statement, it crashes: SetObjectiveCompleted AerieQuest 30 1 if GetObjectiveCompleted AerieQuest 40 == 0 SetObjectiveDisplayed AerieQuest 40 1 endif If I just have this line of code without any of the other stuff, it crashes. If I only have: SetObjectiveCompleted AerieQuest 30 1 SetObjectiveDisplayed AerieQuest 40 1 It crashes. I've put this code within the quest result script, and it crashes. I have stage 30 and 40 setup along with quest objectives for them. I just don't understand since the same line of code worked for the other stages. Link to comment Share on other sites More sharing options...
jedp15 Posted July 14 Author Share Posted July 14 Upon further testing, I found it was only... SetObjectiveCompleted AerieQuest 30 1 that was causing the crash. The only thing I can think of to cause it is if the game isn't able to check off a quest objective if it has too many words - it was a long quest objective. Will test to see if it's the case... Link to comment Share on other sites More sharing options...
jedp15 Posted July 18 Author Share Posted July 18 So, the crash was caused by the "too long" quest objective and not the script. It turns out there's a character limit that of course the GECK doesn't warn you about. Link to comment Share on other sites More sharing options...
madmongo Posted July 18 Share Posted July 18 Bethesda doesn't believe in warnings. There are all kinds of things that cause problems and the GECK won't give you any sort of warning about what's wrong. I've often said that the GECK is really a secret Vault-Tec experiment designed to test modder's frustration levels. 2 Link to comment Share on other sites More sharing options...
UndeadMartyr Posted July 18 Share Posted July 18 So what's the limit- is "AerieQuest" too long? Link to comment Share on other sites More sharing options...
jedp15 Posted July 23 Author Share Posted July 23 @UndeadMartyr No the script is fine, it's the actual quest objective, i.e.: "Go here and pickup this object at X location". If the objective's too many words, the game will crash when it tries to complete it. So there's like a hardcoded limit to how long it can be. But it's something you just have to play around with. Safe bet: don't make em too long lol. Link to comment Share on other sites More sharing options...
UndeadMartyr Posted July 23 Share Posted July 23 Ah, do you mean the log entry that shows up in your pip boy and the like? Sounds like a string length error lmao Link to comment Share on other sites More sharing options...
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