niston Posted February 24, 2019 Share Posted February 24, 2019 (edited) I have this: Scriptname F4MS:F4MS_SkillTracker extends Quest F4MS_SkillTracker is attached to quest "AM_qestMiningSkillTracker" Then, in another script I have this: F4MS:F4MS_SkillTracker Property SkillTracker Auto Const In CK, I assigned "AM_qestMiningSkillTracker" to the SkillTracker property. But at runtime, SkillTracker == none. Even tho it is assigned in the editor (I checked twice and then twice again) and marked Const. In disbelief, I checked papyrus logs and found this: error: Property SkillTracker on script F4MS:F4MS_MiningByPlayer attached to (FF0105EC) cannot be bound because <nullptr form> (FE002800) is not the right type So that's why. Uhm yeah... But why??? F4MS_SkillTracker.OnInit() gets called; I print a debug message in that event and the message appears. Edited February 24, 2019 by niston Link to comment Share on other sites More sharing options...
niston Posted February 25, 2019 Author Share Posted February 25, 2019 Aaaand the solution was to completely remove the property and then add it again. *shrug* Link to comment Share on other sites More sharing options...
niston Posted February 25, 2019 Author Share Posted February 25, 2019 (edited) Ok, I'm getting slightly aggravated now. Got a bunch of boolean const properties "DebugMode" that I set to true for debugging. Testing in Code If (DebugMode) etc yadda yadda. This used to work fine. It doesn't anymore. No matter if I set these properties to false or clear them (default being false).... at runtime, DebugMode is true. The save I'm loading from doesn't have my mod installed, so -besides them being const properties- there is absolutely no way they could somehow be baked into the save. What in the hell ?! It's like ever since I verified CK, stuff just breaks at random in the most crazy ways. What a waste of time. Edited February 25, 2019 by niston Link to comment Share on other sites More sharing options...
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