SuperElitist Posted July 20, 2019 Share Posted July 20, 2019 Not that anyone probably cares now, but Dr. Peter Haas wrote for the Unofficial Fallout 4 Patch. Link to comment Share on other sites More sharing options...
Stevihj Posted July 30, 2019 Share Posted July 30, 2019 I care as I am getting the blasted CTD as well! Link to comment Share on other sites More sharing options...
bcaton Posted January 17, 2020 Share Posted January 17, 2020 Same.[DLC06OverseerHandler (05003CF3)].DLC06:DLC06OverseerHandlerScript.::remote_Actor_OnGetUp() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\DLC06\DLC06OverseerHandlerScript.psc" Line 609I often see references to different users and to drives and directory paths that don't exist on my machine. My C: is strictly for windows, for example.[WSFW_ProductionManager (14007AFB)].workshopframework:workshopproductionmanager.::remote_WorkshopParentScript_WorkshopObjectBuilt() - "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\WorkshopFramework\WorkshopProductionManager.psc" Line 268[01/18/2020 - 02:29:58AM] error: Property WorkshopContainerType not found on workshopobjectscript. Aborting call and returning NoneI'm guessing that works on most people's machines because they will be using that directory? I'm guessing the coder used an absolute rather than a relative reference?Not that I know, because I don't program in Papyrus, and haven't programmed in anything really for decades now.(I'm glad someone else has found Dr Haas, because I had no idea where to even begin, and didn't want to dox the poor man. )[ (FF003AF6)].workshopobjectscript.UpdatePosition() - "g:\_F4\Art\Raw\Scripts\WorkshopObjectScript.psc" Line 726[ (FF003AF6)].workshopobjectscript.AssignActor() - "g:\_F4\Art\Raw\Scripts\WorkshopObjectScript.psc" Line 328I don't even have a G: drive! Unless the code is reaching through time and space to someone else's drive, how on earth does that code access that line?If anyone knows Dr Haas, please thank him for his work, which shouldn't have been necessary as Bethesda should have been bug-fixing instead, but they don't seem to know how to do that for some reason. Link to comment Share on other sites More sharing options...
SKKmods Posted January 17, 2020 Share Posted January 17, 2020 The Papyrus debug output includes the path to the original editable source text .PSC file not the compiled .PEX file that is running from a virtual folder in a BA2 archive on your system. When debugging Papyrus you cant practically look at the compiled .PEX file (as line numbers compress), so the debugger handily points one at the original text source file and its line number ... even if it is not on your system. If you really want to see what Line 609 of DLC06OverseerHandlerScript does, uncompress the script .ZIP archives and look in C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\Base\DLC06\DLC06OverseerHandlerScript.PSC Link to comment Share on other sites More sharing options...
IDontEvenKnow Posted June 23, 2020 Share Posted June 23, 2020 Totally didn't mean to find this thread, but for anyone who still cares:If I recall correctly, that's Sclerocephalus, from the UFO4P team.No, he isn't why your game crashed, he was just the last person to compile some script that threw an error (most likely in original Bethesda code), that coincidentally happened prior to your crash.The Papyrus log does not contain information relevant to game stability—unless you're seeing loads of stack dumps, in which case general script overload might have caused your crash, maybe.You should thank him, because he's put a ton of work into patching up this broken game. 1 Link to comment Share on other sites More sharing options...
Blinxys Posted December 18, 2021 Share Posted December 18, 2021 Wow, this is old but far from necro'ed as there is hardly a sign of it approaching resolution by anyone willing to share. Have a greater issue I can't track down, but this may be as a good place as any to start down the rabbit hole... For starters this much I have extrapolated: This is a VM (Virtual Machine) reference ppl!Listed from the referenced file in FO4edit under VMAD - Virtual Machine adapter. :geek: Instance that brought me here:[boS100Fight (00068D7B)].bos100fightmonitor.GetCountOfLivingGhouls() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\bos100fightmonitor.psc" Line 445[boS100Fight (00068D7B)].bos100fightmonitor.OnTimer() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\bos100fightmonitor.psc" Line 333a gabillion times in my logs. :ermm: Something to do with the way the compiler works, (or doesn't work as the case may be).Supposed to be like a loopback nullpointer like 192.168.0.1 but something went wrong. :nuke: Above looks like it is running out of a temp folder in his user appdata folder, possibly from a straight up papyrus compiler.Should have been removed/rewritten ref on compile/packaging, as it is looking for source code (not compiled).Script data flags is "Local" other options are "Inherited, Inherited and Removed, Removed".Should probably not be local. IDK. :huh: BUT IT SHOULDN"T MATTER.It's a VM handled by the engine as you can see the lines are being read just fine.The reason it's coming up is because another mod has modified expected data or it's looking in the wrong place for values.(Noting that it is possible Dr. Haas errrors are from a mod changing basegame (00) values. :pirate: Another Example:[RTW_Crosshair (900116BA)].realthrowingweapons:crosshair.OnGameReload() - "D:\Games\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\RTW\RealThrowingWeapons\Crosshair.psc" Line 19[RTW_Crosshair (900116BA)].realthrowingweapons:crosshair.::remote_Actor_OnPlayerLoadGame() - "D:\Games\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\RTW\RealThrowingWeapons\Type.psc" Line 13[12/18/2021 - 10:08:05AM] warning: Assigning None to a non-object variable named "::temp13"Looks like it is running out of game install folder (probably via GECK) and is also flagged as "Local".NOTE: FO4 is not stored to that path on this rig. Nor is there RTW folder under scripts\source\user. Thus a real problem Where the readme.txt in the folder says...\Fallout 4\Data\Scripts\Source\User\"User created or modified scripts will be stored in this folder." :geek: That would be the correct distribution destination.However, the BA2 reveals these scripts are under scripts\RealThrowingWeapons\ compiled and not containing psc data at all. SO... So regardless how smart Dr. Peter Haas is, something went wrong with this compile and the source code does not exist in local install as revealed by the fact it does not exist in "source\user" folder.Although Dr. Haas's script does exist uncompiled in "\steam\steamapps\common\Fallout 4\Data\Scripts\Source\Base\" Not sure what it all meansIt is reasonable to assume this problem is from FO4edit as the source, but possibly not a bug in the traditional sense.Not knowing all the mechanics involved scripts appear to be reverted to uncompiled source code at runtime, or when/if loaded into GECK, Game or FO4edit (or not- when issues cannot be resolved).Not sure where source path is stored or how to access/modify it though. o_O Responding to this because I too wonder...So If forgetful, or in doubt it is posted here for reference as it occurs which is the best way to learn/remember. Will update if anything further is observed.Looking for comments, verification, more/better answers myself. :thumbsup: Happy Hunting! :woot: Link to comment Share on other sites More sharing options...
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