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GetSize() always returns 0?


steelfeathers

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Has anyone else been having issues with the formlist function GetSize() always returning 0, even if the formlist is pre-populated?

 

I just noticed this happening after the most recent update, and now my script doesn't work, so I can't help but wonder if it's related.

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Has anyone else been having issues with the formlist function GetSize() always returning 0, even if the formlist is pre-populated?

 

I just noticed this happening after the most recent update, and now my script doesn't work, so I can't help but wonder if it's related.

No issues here on my end, though I don't use GetSize() on pre-populated Formlists. If you want, post the script and we can take a look at it. :) Edited by Reneer
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Has anyone else been having issues with the formlist function GetSize() always returning 0, even if the formlist is pre-populated?

 

I just noticed this happening after the most recent update, and now my script doesn't work, so I can't help but wonder if it's related.

No issues here on my end, though I don't use GetSize() on pre-populated Formlists. If you want, post the script and we can take a look at it. :)
Just for testing sake, could you do a quick test with a pre-populated formlist (one that you add items to in the CK, not one that has items added via script)? It would be good to have verification on whether this is a larger problem, or just a me problem.

 

Also, do you have the latest beta update? It just came out a week ago or less, I think.

 

Edit: the larger script is very large and complicated, but the relevant part looks like this:

 

Int i = keyword_masterlist.GetSize()

Debug.notification("size = " + i)

 

And it always gives me 0. The property is filled, and the keyword list has 10 keywords in it.

Edited by steelfeathers
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Well crap. I think I just confirmed it.

 

I created a brand new esp, loaded last in my load order, and had this script attached to a player alias. And sure enough, when the script ran on start-up, it gave me 0 for the list size. Even when I tried doing AddForm to expand the list at runtime, GetSize() STILL returns zero.

 

Event OnPlayerLoadGame()

 

Int i = testList.GetSize()

Debug.messagebox("Size = " + i )

 

EndEvent

 

Even worse, GetAt() isn't working either.

 

Can anyone else confirm this? It's a huge issue that Bethesda needs to be aware of.

Edited by steelfeathers
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I haven't experienced this problem and I made a mod a while ago that makes heavy use of GetAt() and GetSize(). Not saying you aren't experiencing it, but I'm not seeing that behavior. Edited by Reneer
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I haven't experienced this problem and I made a mod a while ago that makes heavy use of GetAt() and GetSize(). Not saying you aren't experiencing it, but I'm not seeing that behavior.

What version of FO4 are you using? It was working fine for me too until the latest game update.

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I haven't experienced this problem and I made a mod a while ago that makes heavy use of GetAt() and GetSize(). Not saying you aren't experiencing it, but I'm not seeing that behavior.

What version of FO4 are you using? It was working fine for me too until the latest game update.
Latest beta, 95% sure. I'll be at my computer to really check in about 5 hours. Edited by Reneer
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I seem to have gotten this all backwards.

The problem is not with the function. The problem is that I can't add any new properties to my script. Even vanilla properties, like the keyword ActorTypeCreature. They show up like they've been added, but in-game they play like they are unfilled.

 

I checked my mod in FO4Edit, and those properties ARE filled. It's just...the game treats them like they're empty. Not properties already on the script - only properties I try to add now, either manually or via the "Properties" drop-down menu.

 

 

I seriously want to f*#@ing cry. This is crazy.

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I seem to have gotten this all backwards.

 

The problem is not with the function. The problem is that I can't add any new properties to my script. Even vanilla properties, like the keyword ActorTypeCreature. They show up like they've been added, but in-game they play like they are unfilled.

 

I checked my mod in FO4Edit, and those properties ARE filled. It's just...the game treats them like they're empty. Not properties already on the script - only properties I try to add now, either manually or via the "Properties" drop-down menu.

 

 

I seriously want to f***ing cry. This is crazy.

Well, uh, that sounds bad. No idea what is going on there.
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I am such a dumbass. The problem was the patch I made between my two mods - it was overriding the script properties. No wonder I could never add any new ones. No wonder I couldn't use functions that relied on new properties.

 

Everyone ignore everything in this thread. And remember kids - always check for conflicts in FO4Edit with ALL of your mods loaded.

 

 

http://i.imgur.com/iWKad22.jpg

Edited by steelfeathers
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