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My mod continues to spam with papyrus errors and I can't find them.


orangedeal

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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:

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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 by orangedeal
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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.

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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 by PJMail
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