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Script Issue - "Property data was cleaned up automatically."


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I'm trying to modify the original Red Wave mod to add far harbor, since I like simplicity and don't like how much stuff the Red Wave Reloaded mod added. Unfortunately, when I go to edit the script I get the message in the title and all the property values are set to null. Does anyone know a way to avoid this or find the current values to reset them to? Otherwise I'll have to figure out all the cells to find the objects in.

 

Edit: looks like I can find the references in FO4Edit if I look at the placed instances of the activator. But a way to avoid this clearing of references would also be great.

 

Edit2: The mod author had custom property values in each instance of the activator, which explains why the values were all null in the activator itself. Don't think the error message was in reference to clearing those values.

Edited by ScottyDoesKnow
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I'm not entirely sure what you're encountering. Would you be able to describe the message in more detail? Further, could you clarify what you mean by "when I go to edit the script I get the message in the title?" I'm familiar with a couple of error messages that might be the one you're referring to, but neither one of them have anything to do with editing the script, but rather assigning property values on the object the script is attached to. One of them might present itself when properties have been removed from the script and the editor detects existing property values are no longer needed for that script on that object. The other would present itself when properties marked "Mandatory" in the script's code have not been assigned a value, but you exit the property dialogue regardless.

 

If I follow your last line correctly the activator's base object has the script attached, but no values in the properties because they cannot be known until they're assigned to a specific instance of that activator in the world. That makes plenty of sense given the nature of the mod you're working on, though I only spent a moment or two looking at the mods you linked.

 

My suggestion:

 

Find the base object of the activator you want to place in the object window, right click, and select "use info." From there, you'll be able to quickly locate cells where the activator is used and examine what's on one of them. I'd recommend checking at least two so that you can determine what the differences are between each setting. If there's not a whole lot of difference, or you believe them to be trivial in nature, then you can actually right-click on the property and copy it's value to place into the property on the activator you choose to place for your own purposes. If, on the other hand, turns out the values are not trivially replicated, then they likely reference other objects in the world which are uniquely placed along with the original mod's activators. You'll need to replicate those objects (and any settings on them) in order to add your activator.

Does that help any?

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Hey joel, thanks for the response but I got it all figured out. You're right, I did mean editing the properties, not the script source. Looks like there was a property value assigned that I could see in FO4Edit but the property didn't exist anymore in the creation kit. That was what caused the popup. The other values weren't nulled out by the error, they were just already null. The mod author had left them all null and overridden them in each instance of the object that was placed.

Edited by ScottyDoesKnow
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