Claire9090 Posted May 21, 2016 Share Posted May 21, 2016 Hi, can someone help me with this? [05/21/2016 - 04:49:47PM] Error: (0007F87C): Actor#Class: Actor has no AI process, cannot start combat. [ (0007F87C)].WitchlightActor#Class: ActorScript.StartCombat() - "<native>" Line ? [Active effect 1 on (0007F896)].wispActor#Class: ActorScript.OnCombatStateChanged() - "wispActor#Class: ActorScript.psc" Line 107[05/21/2016 - 04:49:47PM] Error: (0007F895): Actor#Class: Actor has no AI process, cannot start combat. [ (0007F895)].WitchlightActor#Class: ActorScript.StartCombat() - "<native>" Line ? [Active effect 1 on (0007F896)].wispActor#Class: ActorScript.OnCombatStateChanged() - "wispActor#Class: ActorScript.psc" Line 108[05/21/2016 - 04:49:47PM] Error: (0007F894): Actor#Class: Actor has no AI process, cannot start combat. [ (0007F894)].WitchlightActor#Class: ActorScript.StartCombat() - "<native>" Line ? [Active effect 1 on (0007F896)].wispActor#Class: ActorScript.OnCombatStateChanged() - "wispActor#Class: ActorScript.psc" Line 109 Link to comment Share on other sites More sharing options...
Surilindur Posted May 21, 2016 Share Posted May 21, 2016 What would be the issue? In case you are in the process of scripting, it would be more helpful if you could post the script source (or at least the relevant parts of it). But by the looks of it, you might have an actor that does not have AI processing, and therefore cannot start combat. You could try somehow enabling the actor's AI before you have it enter combat, maybe that could stop the errors. More on the enabling part here: http://www.creationkit.com/index.php?title=EnableAI_-_Actor akActor.EnableAI(True)However, if you are not writing and/or debugging scripts, or otherwise making a mod, or trying to figure out why a mod does not work, you should generally disable Papyrus logging. Having logging enabled only means more disk access and other unnecessary work during game, and it will usually not hold any relevant information about any CTDs or such. Link to comment Share on other sites More sharing options...
Claire9090 Posted May 22, 2016 Author Share Posted May 22, 2016 Thank you for the answer, I don't know nothing about scripting, creation kit and things like this, so I tried to wait seven days in game (I think it is for reset cells, maybe...) and it worked :) Link to comment Share on other sites More sharing options...
Surilindur Posted May 22, 2016 Share Posted May 22, 2016 (edited) Fantastic. Maybe there indeed was just something that had its AI processing turned off (or otherwise did not have it???) in the cell that disappeared when it reset. Never run into that myself, either, so I am just as clueless as you are when it comes to that error. Just tried to guess what it might potentially be. :laugh: Edited May 22, 2016 by Contrathetix Link to comment Share on other sites More sharing options...
cdcooley Posted May 22, 2016 Share Posted May 22, 2016 The wispmothers are set up with some scripting to play special effects when they ambush you. If you get close, but not quite close enough to fully trigger the ambush you'll get messages like that in the Papyrus log. Basically, if you manage to avoid the wispmother ambush Papyrus thinks there's been an error. It's almost as if it's siding with the wispmother against you. :) There are plenty of other "error" messages you'll find in the Papyrus log as you play. Turn Papyrus logging off unless you are trying to solve a particular scripting problem and either know what you're doing or following specific advice from someone else trying to resolve the problem. Leaving logging turned on slows the game and more importantly makes you worry about problems that aren't really problems. The game developers send messages to the log files fairly often and while many of them say "error" they really just mean something didn't work exactly as expected (like the wispmother ambush your character avoided). Link to comment Share on other sites More sharing options...
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