orangedeal Posted February 20, 2021 Share Posted February 20, 2021 The Papyrus.log contains many entries like this: [02/20/2021 - 04:25:06PM] error: (0018E8F3): cannot start scene because its parent quest was not running. stack: [ (0018E8F3)].Scene.Start() - "<native>" Line ? [RelayTowerQuest (0003C605)].RelayTowerQuestScript.StartAllScenes() - "g:\_F4\Art\Raw\ScriptsMilestone\RelayTowerQuestScript.psc" Line 13 [RelayTowerQuest (0003C605)].Fragments:Quests:QF_RelayTowerQuest_0003C605.Fragment_Stage_0000_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_RelayTowerQuest_0003C605.psc" Line 11 [02/20/2021 - 04:25:06PM] error: Cannot call OwnedByPlayer() on a None object, aborting function call stack: [DLC01MQ00 (01000805)].dlc01:dlc01mq00script.ClearRobotWorkbench() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\DLC01MQ00Script.psc" Line 250 [DLC01MQ00 (01000805)].dlc01:dlc01mq00script.Startup() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\DLC01MQ00Script.psc" Line 49 [DLC01MQ00 (01000805)].DLC01:Fragments:Quests:QF_DLC01MQ00_01000805.Fragment_Stage_0010_Item_00() - "g:\_F4\DLC01\ [02/20/2021 - 04:25:07PM] error: Cannot call spawnBird() on a None object, aborting function call stack: [ (00215942)].birdspawnerscript.spawnBird() - "g:\_F4\Art\Raw\ScriptsMilestone\BirdSpawnerScript.psc" Line 122 [ (00215942)].birdspawnerscript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\BirdSpawnerScript.psc" Line 49 [02/20/2021 - 04:25:07PM] error: Cannot call spawnBird() on a None object, aborting function call stack: [ (00215942)].birdspawnerscript.spawnBird() - "g:\_F4\Art\Raw\ScriptsMilestone\BirdSpawnerScript.psc" Line 122 [ (00215942)].birdspawnerscript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\BirdSpawnerScript.psc" Line 51 I've only written a few. Why is there a link to "g: \ _ F4"? Some of the game files had been there for a long time, and this folder was linked by a symbolic link. I could put the "_" symbol only to temporarily exclude it. I reinstalled the game completely including NMM. Now only my mod (one .esp file), CK and FO4Edit are installed. But my plugin file that I've been doing for a long time keeps referencing there. The installation is now clean, no other mods or esle. I cannot track this through either FO4Edit or CK. I made my mod 99% of the time in the CK, so asking here. For example, I didn't change RelayTowerQuestScript at all :sleep: Link to comment Share on other sites More sharing options...
Reneer Posted February 20, 2021 Share Posted February 20, 2021 Those Papyrus errors you are seeing look to be from vanilla / base scripts written by Bethesda and thus you can ignore them. Link to comment Share on other sites More sharing options...
niston Posted February 20, 2021 Share Posted February 20, 2021 The log spam/flood by all the various scripts can be terrible.I try to avoid it in my scripts, by explicitly testing for none, etc. Having a text editor with filtering capabilities is extremely helpful in debugging. Link to comment Share on other sites More sharing options...
orangedeal Posted February 20, 2021 Author Share Posted February 20, 2021 (edited) g:\_F4\ this path to one of the folders that I had before (over symbolic link) But this path no longer exists. I have not edited the scripts. At least it shouldn't be in this .esp. This only happens when my plugin is active. I am concerned that this may cause performance drops while playing. Somewhere in my esp there is a reference to this path. But I searched in different ways and even removed with FO4Edit some of the things that I thought were responsible for this. Edited February 20, 2021 by orangedeal Link to comment Share on other sites More sharing options...
SKKmods Posted February 20, 2021 Share Posted February 20, 2021 The source path is embedded in compiled script PEX files. That would suggest you either have some recompiled base game & dlc scripts loose in \Fallout4\Data\Scripts or packed into BA2 archives that are being used. Link to comment Share on other sites More sharing options...
Zorkaz Posted February 20, 2021 Share Posted February 20, 2021 And if you're going to do that you might need Champollionhttps://www.nexusmods.com/fallout4/mods/3742 Link to comment Share on other sites More sharing options...
PJMail Posted February 21, 2021 Share Posted February 21, 2021 (edited) Unofficial Fallout 4 Patch mod tries to get rid of a lot of those errors (by replacing buggy scripts like birdspawnerscript) so I suggest you give it a try - it will reduce your log noise... If you do already have it installed then as SKK suggests, you have a mod that has incorrectly included the base scripts in their ba2 so undoing what UFO4P fixed. Edited February 21, 2021 by PJMail Link to comment Share on other sites More sharing options...
Evangela Posted February 21, 2021 Share Posted February 21, 2021 I call that the curse of the critterscript. It does that for Skyrim too lol, and both Unofficial patches for the games aimed to fix that. Link to comment Share on other sites More sharing options...
PJMail Posted February 24, 2021 Share Posted February 24, 2021 I find the curse of the "enable state parent" much more annoying - and imposible to fix (as there is no script test for it)... Link to comment Share on other sites More sharing options...
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