LOKITYZ Posted February 2, 2021 Share Posted February 2, 2021 These error messages keep popping up. However, the game still runs relatively fine and the mods still work. I have a save file with 50 hours on it, and I've hardly run into any issues. So I've just ignored them so far. However, recently the JIP Companion mod has acted up in certain situations. It goes crazy and stops working; the companion character portraits would change, multiply, and disappear which ends with the mod stopping to work. All I need to do is re-load the save and it ends up running just fine again, although the messages keep showing up. And the messages are not only for the mods listed above, the Player Headtracking mod also gets error messages like this. Although these mods are the most consistent, but occasionally an error message for Enhanced Item Info would appear as well. Oh, and here's my load order: FalloutNV.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmClassicPack.esmMercenaryPack.esmTribalPack.esmCaravanPack.esmYUP - Base Game + All DLC.esmWeapons.of.the.New.Millenia.esmTh3OverseerCore.esmSomeguySeries.esmSortomatic.esmoHUD.esmNew Vegas Redesigned 3.esmTGMIO.esmNVWillow.espCyberware.esm3DNPC_FNV.esm3DNPC_FNVGeneric.esm3DNPC_BlueNote.esmJokerineStripMall.esmPHWHPAPVisuals.esmIntimacyOverhaul_v1.0.esmYUP - NPC Fixes (Base Game + All DLC).espUnofficial Patch NVSE.espThe Mod Configuration Menu.espJIP Improved Recipe Menu.espSimple DLC Delay.espVanilla UI Plus.espVurt's WFO.espUncut Wasteland.espLogic and Consistency Fixes.espThe True Revival of Luxury - An Ultra-Luxe Overhaul.espWMIMNV.espT4-plugin.espjsawyer.espF4 Survival Damage.espEconomy Rebalance.espFollower Tweaks.espReal Recoil.espPrimm Reborn.espNovac Reborn.espnellisAFBrestored.espNVR3_YUP Patch.espYUP - JSawyer Patch.espUPNVSE- JSawyer Patch.espNorthRoad.espCrescendo.espGSCH.espFamily Matters.espLess Empty Nellis.espNewVegasBounties.espRussell.espFollower Formula Redone.esp3DNPC_Velius.espThe Town of Vice - A Gomorrah Overhaul.espGRA Scavenger Hunt Unbalanced.espGRA Relocated - YUP Patch.esp3DNPC_HopeLies.espFNV Vanilla hat fix with all storyline DLCs.espAlex's Backpack Mod.espzzjayHairsFNV.espFamily Matter - Intimacy Patch.espAlternative Repairing.espAlternative Repairing - Honest Hearts.espAlternative Repairing - Lonesome Road.espBash_Stealthboy.espBash_Stealth.espBehaviours.espAnimated Sleeping.espBetter Binoculars High.espBlack Widow - Type 3.espClarity - Dark Nights.espCn - BlackMamba.espConelrad 640-1240.espControl Hardcore.espCPI Icons.espCyberware OWB.espQuickthrow.espCyberware-Quickthrow Patch.espNo Witnesses.espPortableCampsite.espDarkwoodFalls.espdD - Enhanced Blood Main NV.espDiagonal movement.espDistributed Necklaces and Chains.espEnhanced Item Info.espEnhanced Vision.espf*#@ableCompanions.espHairPatcher.espHIIheadgearpack.espHZSmoothLight.espImmersive Hit Reactions.espImmersive Primary Needs.espIMPACT.espIntimacyOverhaul f*#@ableFNV Patch.espIntimacyOverhaul Iguazu Patch.espIntimacyOverhaul Russell Patch.espJIP Companions Command & Control.espJIP MiniMap.espjumpsuit fix.espJustAssortedMods.espJustAssortedMods - EII patch.espKDS Wearable Backpacks.espKeysFix.espLiveDismember.espLucky38Overhaul.espmigWellRested.espMojave Nights.espMore Conditions to Fast Travel.espNovac Reborn - Willow Patch.espNWIxiaarmor1.espNeckchains.espNewVegasRedesignedType4-Patch.espOdiossModWornBackpack.espPipBoyCounters.espPlayer Headtracking.espProject Reality Footsteps.espSimple Explosive Entry.espSortomaticIngredientLoader.espStimpak Hotkey.espT4-plugin-Races.espT6M Combat Uniform NV.espThe Weapon Mod Menu.espTinCansToScrapMetalAndReverse.espTrue Leaning.espUniversal Item Sorter.espWeapon Retexture Project.espWeapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.espWeapons.of.the.New.Millenia.Leveled.Lists.espA Better Cass.espGeneral Patch.esp I started out following the Viva New Vegas modding guide. Did Exactly as instructed. But, started slowly adding up additional mods here and there and even making my own compatibility patches to make things work together. I think the errors started showing up after I installed Primm Reborn, Novac Reborn, and The Living Wasteland. Started a new playthrough with these mods installed (Living Wasteland strongly recommends starting a new game). However, it was a good amount of hours after I started playing that the errors started showing up. Had some performance issues with The Living Wasteland so I started a new playthrough without it. That's the load order I've provided above and I currently have over 50 hours of play time with. They don't seem much of a problem so far, aside from the JIP Companion mod breaking occasionally, so it's not a huge issue for me right now. I'm just confused about what's causing this error and what's gonna happen if I keep adding hours to the save file. Here are some messages from the nvse.log file. It's a big 800KB file with tons of error messages, I've put in suspicious looking messages just in case its needed: max id = 00003187console commandsscript commandspatchedinit completeHook_DirectInput8Create_ExecuteNVSE DLL DoPreLoadGameHook: Save 191 Eve Camp Forlorn Hope Command Center 56 16 01.fosReading mod list from co-saveLoading array variablesLoading strings WARNING: substantial numbers of string variables exist for the following files (may indicate savegame bloat): FalloutNV.esm (383 strings)plugin has data in save file but no handlerplugin has data in save file but no handlerNVSE DLL DoLoadGameHook: Save 191 Eve Camp Forlorn Hope Command Center 56 16 01.fosNVSE DLL DoPostLoadGameHook: Save 191 Eve Camp Forlorn Hope Command Center 56 16 01.fosError in script 68007D73 (JVOMainScript) in mod JustAssortedMods.espArray does not contain keyOperator := failed to evaluate to a valid resultScript line approximation: Let ##rReference := JVO.aReferences[iIndex]## (error wrapped in ##'s)Where rReference=[id: 123CCD, edid: "CFGMedicalTentRef", name: ""], JVO.aReferences=array keys [], iIndex=0 File: JustAssortedMods.esp Offset: 0x05F2 Command: Let Error in script 77000ADE (xlrHTs) in mod Player Headtracking.espInvalid array access - the array was not initialized. 0Operator [ failed to evaluate to a valid resultScript line approximation: Let deltaY := aPlayer[1] - ##aTarget[1]## (error wrapped in ##'s)Where deltaY=-30.7898, aPlayer=array keys [0, 1, 2], aTarget=uninitialized array File: Player Headtracking.esp Offset: 0x04BD Command: Let Error in script 5300C972 (aaNWMainScript) in mod No Witnesses.espArray does not contain keyOperator := failed to evaluate to a valid resultScript line approximation: Let ##TemporaryRef1 := ArrayD[TemporaryInt1]## (error wrapped in ##'s)Where TemporaryRef1=[id: 10D8EB, edid: "ArcadeREF", name: "Arcade Gannon"], ArrayD=array keys [0, 1], TemporaryInt1=1 (I can see that Arcade Gannon is referenced here, but it also reference so many other characters like ED-E, Legionnaires, NCR and all that) Error in script 65007E32 (JIPCCCActiveTasksScript) in mod JIP Companions Command & Control.espArray does not contain keyOperator := failed to evaluate to a valid resultScript line approximation: Let ##iTask := aData[0]## (error wrapped in ##'s)Where iTask=13, aData=array keys [0] File: JIP Companions Command & Control.esp Offset: 0x010F Command: Let There was one or two occasions where a similar error message for Enhanced Item Info popped up as well, but I can't find it in the log for some reason. I'm afraid that It may be an error in how my NVSE is set up or something like that. Doesn't seem like it's a mod incompatibility issue. The error message does mention a possibility of save bloat as well, but during my current run, the messages started showing up early; hell they started in Goodsprings. To my knowlegde, Save bloat causes problems later on in the game, so maybe that's not it. I really don't know what's going on here. Link to comment Share on other sites More sharing options...
M48A5 Posted February 2, 2021 Share Posted February 2, 2021 Please see the Wiki article "How to ask for help" and provide all the information that is noted there. https://wiki.nexusmods.com/index.php/How_to_ask_for_help Link to comment Share on other sites More sharing options...
dubiousintent Posted February 3, 2021 Share Posted February 3, 2021 Those are "programming errors" which should be corrected by the mod author(s). When the engine encounters them, the line of code simply gets ignored. The consequences are somewhat unpredictable, but obviously are not preventing the game from continuing. Does not mean they are not going to be causing additional obscure problems. That NVSE is listed as the source does not mean it is the "mod" with the errors. Rather that it is detecting and reporting the errors. You need to look for lines with mod names preceding those error messages and pass that information along to that mod author. Or stop using those mods. But as so many lines are coming from NVSE / JIP LN NVSE have you checked that you are using the latest versions of each? -Dubious- Link to comment Share on other sites More sharing options...
LOKITYZ Posted February 3, 2021 Author Share Posted February 3, 2021 (edited) Those are "programming errors" which should be corrected by the mod author(s). When the engine encounters them, the line of code simply gets ignored. The consequences are somewhat unpredictable, but obviously are not preventing the game from continuing. Does not mean they are not going to be causing additional obscure problems. That NVSE is listed as the source does not mean it is the "mod" with the errors. Rather that it is detecting and reporting the errors. You need to look for lines with mod names preceding those error messages and pass that information along to that mod author. Or stop using those mods. But as so many lines are coming from NVSE / JIP LN NVSE have you checked that you are using the latest versions of each? -Dubious- Thanks for the reply! So that means the issue is with each individual mod, right? I just find it strange that during my initial playthrough with those mods that used much fewer mods than I'm currently using now, those error messages didn't pop up. Maybe some of the mods that I added are just not playing well with each other. Might cut down my mod list for a future playthrough, specifically those that keep showing up errors. But with around 60 hours invested into the one I'm doing now, I'll just keep playing and see what happens. I'll try to inform the mod authors of these error messages as well, but another strange thing is that I've searched the comment sections for each of these mods and only found one person with the same issues from the No Witnesses mod. Which is why I assumed the error is caused by how my game is setup instead. Is it possible for the source of the error to come from one mod; perhaps the No Witnesses mod in this case (where I found the only other guy with the same issue as me), but during the playthrough it affected programming of other mods and which led to errors popping up for those as well? (Sorry if this sounds dumb, I have no real idea about how the whole thing works.) Again, thanks for the reply. Now I know what I generally need to do... Oh, and yeah, I updated both NVSE and JIP LN NVSE to the latest versions just to try and fix this mod but nothing changed. My NVSE was the latest version anyway so I simply reinstalled it. Edited February 3, 2021 by LOKITYZ Link to comment Share on other sites More sharing options...
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