Unofficial Fallout 4 Patch

  • Status Fix Pending
  • Percent Complete
    100%
  • Task Type Bug Report
  • Category Papyrus
  • Assigned To
    Sclerocephalus
  • Operating System All
  • Severity Low
  • Priority Medium
  • Reported Version Fallout 4: Vanilla
  • Due in Version Undecided
  • Due Date Undecided
  • Votes
  • Private
Attached to Project: Unofficial Fallout 4 Patch
Opened by Sclerocephalus - March 20 2017
Last edited by Sclerocephalus - March 20 2017

FS#22176 - DN080_SirenActivator - none errors etc.

[03/20/2017 - 02:11:48PM] error: Cannot register for an event from a None object
stack:

[ (001B3198)].DN080_SirenActivator.RegisterForRemoteEvent() - "<native>" Line ?
[ (001B3198)].DN080_SirenActivator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN080_SirenActivator.psc" Line 53

[03/20/2017 - 02:11:48PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[ (001B319A)].DN080_SirenActivator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN080_SirenActivator.psc" Line 66

[03/20/2017 - 02:11:48PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[ (001B3198)].DN080_SirenActivator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN080_SirenActivator.psc" Line 66

There are two problems here:
(1) The Onload() event may try to stop a sound that was never played. Sanity check is missing.
(2) The script runs on two refs, the siren master and the siren. The siren should not be running it at all: it can’t do anything because the siren is missing all linked references, so what it actually does is to waste performance and throw errors.

Sclerocephalus commented on March 20 2017 04:32 PM

I added a check to the OnLoad event to catch the script that runs on the siren and put it into a atate of permanent inactivity (that state already exists on the script).

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