worldofscotty Posted August 24, 2016 Share Posted August 24, 2016 (edited) Been getting random crashes lately and can't figure out where it's coming from. As I see it the problem is that there is a couple of calls to file locations belonging to a user named 'Samson' that don't exist. Do you think this is why I'm crashing and if so has anyone encountered this and can point me in the direction of which mod might be causing it? I've also tried to find this AssaultronShockHandScript.psc but it doesnt seem to exist on my PC Here's the last few lines of my log for anyone thats really smart Thanks in advance [ (00101041)].defaultdisablehavokonload.OnLoad() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\defaultdisablehavokonload.psc" Line 32[08/24/2016 - 01:54:29PM] error: (001BBEFB): the animation graph (TRAP) cannot currently process event "Reset".stack: [ (001BBEFB)].traptripwire.PlayAnimation() - "<native>" Line ? [ (001BBEFB)].traptripwire.OnReset() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line 51[08/24/2016 - 01:54:29PM] error: (001BBF05): the animation graph (TRAP) cannot currently process event "Reset".stack: [ (001BBF05)].TrapTrigTension.PlayAnimation() - "<native>" Line ? [ (001BBF05)].TrapTrigTension.OnReset() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\TrapTrigTension.psc" Line 66[08/24/2016 - 01:54:30PM] error: (0017B48A): the animation graph (TRAP) cannot currently process event "Reset".stack: [ (0017B48A)].ObjectReference.PlayAnimation() - "<native>" Line ? [ (0017B489)].TrapMonkeyTriggerScript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapMonkeyTriggerScript.psc" Line 37[08/24/2016 - 01:54:30PM] error: (000C4477): the animation graph (ElevatorButton01) cannot currently process event "StartOn".stack: [ (000C4477)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ? [ (000C4477)].ElevatorMeterScript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\ElevatorMeterScript.psc" Line 14[08/24/2016 - 01:54:30PM] error: (000C4478): the animation graph (ElevatorButton01) cannot currently process event "StartOn".stack: [ (000C4478)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ? [ (000C4478)].ElevatorMeterScript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\ElevatorMeterScript.psc" Line 14[08/24/2016 - 01:54:30PM] error: (00227EAB): the animation graph (GenericFurniture) cannot currently process event "Occupied".stack: [ (00227EAB)].ObjectReference.PlayAnimation() - "<native>" Line ? [Active effect 1 on (00227EAA)].abProtectronRaceScript.OnEffectStart() - "g:\_F4\Art\Raw\ScriptsMilestone\abProtectronRaceScript.psc" Line 46[08/24/2016 - 01:54:41PM] VM is freezing...[08/24/2016 - 01:54:41PM] VM is frozen[08/24/2016 - 01:54:41PM] Saving game...[08/24/2016 - 01:54:42PM] VM is thawing...[08/24/2016 - 01:55:32PM] error: (001BA40A): the animation graph (TRAP) cannot currently process event "Reset".stack: [ (001BA40A)].traptripwire.PlayAnimation() - "<native>" Line ? [ (001BA40A)].traptripwire.OnReset() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line 51[08/24/2016 - 01:55:39PM] error: Cannot call play() on a None object, aborting function callstack: [Active effect 1 on (FF00518B)].AssaultronShockHandScript.OnEffectStart() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronShockHandScript.psc" Line 27[08/24/2016 - 01:55:39PM] warning: Assigning None to a non-object variable named "sound01"stack: [Active effect 1 on (FF00518B)].AssaultronShockHandScript.OnEffectStart() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronShockHandScript.psc" Line 27 Edited August 24, 2016 by worldofscotty Link to comment Share on other sites More sharing options...
JimmyRJump Posted August 24, 2016 Share Posted August 24, 2016 (edited) Not an expert on things coderized, but to me it sounds like you have references to things that are likely part of this or that all-in-one mod of which you don't have all the assets or a mod which relies on content you don't have (like a mod that includes stuff/references from Far Harbor, as an example, but you don't have the Far Harbor DLC). Can be cause for crashes, but not necessarily so. Maybe dirty edits in xedit? The AssaultronHands and some such belong most likely to the Robot DLC (Automatron). Just hunches, mind. Someone more experienced than yours truly should step in, here... Edited August 24, 2016 by JimmyRJump Link to comment Share on other sites More sharing options...
Purr4me Posted August 24, 2016 Share Posted August 24, 2016 've also tried to find this AssaultronShockHandScript.pscone moment I'll see where it's at. Could be assets solely used from the CK installer packages. Link to comment Share on other sites More sharing options...
Purr4me Posted August 24, 2016 Share Posted August 24, 2016 Yep ! I was right. Here where they are all at. Kitty Black Link to comment Share on other sites More sharing options...
worldofscotty Posted August 24, 2016 Author Share Posted August 24, 2016 (edited) Thanks. So looked at that script and it's for Sound01 which is the shock noise that the assaultron arm makes. Why is it looking for it here though? g:\_F4\Art\Raw\ScriptsMilestone\AssaultronShockHandScript.psc" Line 27 I don't have a G drive. Is it safe to assume that the crash is related to a mod utilising that sound for something and looking for it in the wrong place? Also the same assumption for the Samson file location thing? Edited August 24, 2016 by worldofscotty Link to comment Share on other sites More sharing options...
Purr4me Posted August 24, 2016 Share Posted August 24, 2016 g:\_F4\Art\Raw\ScriptsMilestone\AssaultronShockHandScript.pscthat is from a developers rig from nifscope I believe? so don't take my word for it, it's in a lot of mods details Link to comment Share on other sites More sharing options...
Purr4me Posted August 24, 2016 Share Posted August 24, 2016 from another new er mod (g:\_F4\Scratch\Editor2\Data\Meshes\Ammo\FusionCell\FusionCell.hkt) Link to comment Share on other sites More sharing options...
chucksteel Posted August 24, 2016 Share Posted August 24, 2016 I can't find the thread over on the Beth forums to provide a link but, if I remember correctly one of the Beth Dev's stated that the game is designed to ignore everything before (Example) Meshes. Meaning (g:\_F4\Scratch\Editor2\Data\) is irrelevant. I could be remembering wrong and again I can't find the link to prove this. That being said whenever I edit a mesh I still try to remember to clear out all the unneeded file path info. Link to comment Share on other sites More sharing options...
worldofscotty Posted August 24, 2016 Author Share Posted August 24, 2016 So it's probably nothing to do with the assaultron sound01 then The problem is likely relating to this traptripwire.psc file. It's looking here, "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line 51 and as I'm not Samson it wont find the directory. I have also looked in my papyrustemp folder and it's empty. I need to figure out what mod is trying to call on that traptripwire script right? Link to comment Share on other sites More sharing options...
worldofscotty Posted August 24, 2016 Author Share Posted August 24, 2016 So that Traptrip is an event withthis script Event OnReset() Debug.Trace(Self + ": is being reset") if IsWorkshopVersion PlayAnimation("TurnOff") else self.setdestroyed(false) PlayAnimation("Reset") reset() endif ====Line 51==== So it's trying to play an event and does an endif check then crashes. My brain hurts :( My guess is it has something to do with the random Automotron events since it's trying to play the assaultron sound01 file as well. Last time it happened while fighting Supermutants who don't use that sound as far as I know. I don't think I use any mods related to Automatron content other than the Securitron one and I never had a robot with me at the time Link to comment Share on other sites More sharing options...
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