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IDOpenedCategoryProjectSummaryOperating SystemStatus  descOpened bySeverityPriority
21336October 27 2016PapyrusUnofficial Fallout 4 PatchInstitute FEV Lab unreachableWindows PCFix PendingHighMedium Task Description

when trying to reach the FEV to recover the experimental serum to virgil, you’ll be facing a closed door with no way to be opened

this is a bug introduced in one the recent patches, because I remember it was ok some time ago

the closed door in question is right after a novice locked door (named fev lab) reachable from the bioscience tunnels

22195March 22 2017PapyrusUnofficial Fallout 4 PatchReset issues with ALL trap scriptsAllFix PendingSclerocephalusHighHigh Task Description

After discovering that there are two trap scripts that start an infinite reset loop from their OnReset events (TrapBase and TrapBear, the latter also had additional problems and still has its own ticket therefore), I checked the OnReset events on all trap scripts for errors.

Result: they all do superfluous stuff that does not need to run in an OnReset event, and some of the stuff they are doing fails with an error every single time!

(1) They reset the destruction state of the trap in that event. Though, when this event fires, the cell has reset already and all objects have been reset to the state they had when they were placed in the editor. Unless the trap starts ‘broken’ (but this is never the case), there is no need for doing this.
(2) They play the ‘Reset’ animation. This is used to reset the object to its starting state (i.e. the state it has in the editor) and always fails with an error when called from the OnReset event.
(3) All trap scripts that do no extend TrapBase call for another Reset in their OnReset events, i.e. they create infinite reset loops on their own.

Issue (3) leads to several explots, since the grenade and weapon traps that trigger when a tripwire breaks will reset on every reload. This means that you can harvest plenty of xP (from disarming the traps), grenades and leveled weapons without having to fight anyone.

EDIT: List of all affected scripts:

TrapBarnacle
TrapBase
TrapBreakableWalkway
TrapCanChimes
TrapExplGas
TrapGun
TrapMonkeyTriggerScript
TrapThistleScript
TrapTrigPlate
TrapTrigTension
TrapTripwire

DLC02
DLC02TrapSpikes

20721June 20 2016Perks & StatsUnofficial Fallout 4 PatchPowerArmorFXScript - cannot play a None impact effectWindows PCFix PendingSclerocephalusMediumMedium Task Description
[06/20/2016 - 03:14:01AM] error:  (FF0133B1): cannot play a None impact effect.
stack:
    [ (FF0133B1)].ObjectReference.PlayImpactEffect() - "<native>" Line ?
    [Active effect 1 on  (FF013366)].PowerArmorFXScript.OnAnimationEvent() - "g:\_F4\Art\Raw\ScriptsMilestone\PowerArmorFXScript.psc" Line 43

This script (attached to PowerArmorPerkEffect) is missing a value for its PowerArmorHeavyImpactSet property.

22114March 11 2017Perks & StatsUnofficial Fallout 4 PatchPerkNerdRageSlowTimeScript - cannot call ... on a none ...AllFix PendingSclerocephalusMediumMedium Task Description

[03/10/2017 - 08:57:06AM] error: Cannot call Remove() on a None object, aborting function call
stack:

[Active effect 1 on  (00000014)].PerkNerdRageSlowTimeScript.OnEffectStart() - "g:\_F4\Art\Raw\ScriptsMilestone\PerkNerdRageSlowTimeScript.psc" Line 23

[03/10/2017 - 08:57:06AM] error: Cannot call ApplyCrossFade() on a None object, aborting function call
stack:

[Active effect 1 on  (00000014)].PerkNerdRageSlowTimeScript.OnEffectStart() - "g:\_F4\Art\Raw\ScriptsMilestone\PerkNerdRageSlowTimeScript.psc" Line 26

This script is missing values for three ImageSpaceModifier properties.

Problem is that all three properties have a ‘const’ flag, so any changes to the current values will not get accepted unless a new game is started. Which means that we must also add sanity checks. Forget this. Changing the value of a const is not a problem.

22271April 04 2017PapyrusUnofficial Fallout 4 PatchWorkshopParentScript - corrections to the UFO4P 2.0 mod...AllFix PendingSclerocephalusMediumMedium Task Description

Ticket #21895 is about delaying the workshop reset while an attack is running (and the player is present at that workshop at this time). While the procedure works as intended, the handling turned out to be somewhat inefficient in cases where the player leaves a workshop during the attack:

(1) the player leaves during an attack and returns while the attack is still running: in that case, a superfluous second reset may be started (but both will run after the attack is over). This can be avoided by adding a check to the OnLocationChange event.
(2) the player leaves during an attack and does not return before the attack is over: in that case, the attack is resolved off screen. WorkshopAttackScript will still make an independent call to the UFO4P_ResolveAttack function on WorkshopParentScript, but this may occur with some delay then. As a result, it will take more time until the attack data are cleared (note: until this happens, daily updates on any workshops are suspended because the scripts assume that the attack is still running). This situation can be significantly improved by letting the ResolveAttack function clear the data.

19691December 01 2015QuestsUnofficial Fallout 4 PatchCovenant clean up problemsWindows PCFix PendingLowMedium Task Description

As part of the quest in Covenant, the player can turn the entire town hostile and be forced to kill them.

Doing so causes the town to become a settlement for player use, however, the bodies of the former townspeople never get cleaned up, and are stuck laying around forever.

20004March 13 2016ActorsUnofficial Fallout 4 PatchMolerat and radscorpion holes never cleanupWindows PCFix PendingLowMedium Task Description

The holes in the ground caused by creatures like molerats and radscorps digging into the ground never clean up, at least in specific areas like the Red Rocket and Starlight Drive in settlements.

20173April 20 2016Settlements & WorkshopsUnofficial Fallout 4 PatchVanilla (Turret Spotlights ) &amp; Automatron DLC (Wall...Windows PCFix PendingCrimsomriderLowMedium Task Description

This bug report is for both vanilla and Automatron DLC. The issue with the Wall Mounted Spotlights in the Automatron DLC is similar to the vanilla turret spotlights issue.

Automatron DLC - Wall Mounted Spotlights

After you put them up in a settlement and fast-travel out of the settlement, they will stop casting light and stop rotating once you fast-travel back. The only way to restart them is to pick them up in the Workshop Crafting Mode and put them back.

Vanilla - Turret Spotlight

In vanilla, the turret spotlight simply stops casting light, but it does keep rotating, after a fast-travel.

There is a mod that fixes the Vanilla issue with turret spotlights not casting light @ http://www.nexusmods.com/fallout4/mods/11090/, but the author didn’t manage to completely fix the Automatron DLC Wall-Mounted Spotlights. Thought it might be worth checking out.

20215April 25 2016Settlements & WorkshopsUnofficial Fallout 4 PatchVarious Body Cleanup IssuesWindows PCFix PendingDwipLowMedium Task Description

There are a few settlements that never get all the dead bodies cleaned up after the player takes over:

- Sunshine Tidings Co-Op (ghouls)

- Croup Manor (ghouls again)

- Castle (any Minutemen who died during the takeover)

Among other things, if moved around, the bodies will eventually respawn back in their original locations.

EDIT: Full list of workshop cleanup issues (excluding Covenant as this has its own ticket):
(1) Croup Manor: pre-placed dead ghouls
(2) Kingsport Lighthouse: pre-placed dead traders
(3) Sunshine Tidings: pre-placed dead ghouls
(4) Taffington Boathouse: prep-placed dead settler and dead brahmins
plus, from DLC03:
(5) National Park Visitor Center: pre-placed dead ghouls and dead trappers.

The minutemen at The Castle are different. They aren’t removed because they were dragged into workshop aliases. This had to be handled by modifications to WorkshopParentScript and WorkshopNPCScript (bug #22246).

20528May 27 2016PapyrusUnofficial Fallout 4 PatchFusionGeneratorSCRIPT - the animation graph (Autoplay) ...Windows PCFix PendingArthmoorLowMedium Task Description

[05/27/2016 - 01:06:32AM] error: (001C92EB): the animation graph (Autoplay) cannot currently process event “AutoFadeOut”.

stack:

  [ (001C92EB)].FusionGeneratorSCRIPT.PlayAnimation() - "&lt;native&gt;" Line ?
  [ (001C92EB)].FusionGeneratorSCRIPT.OnLoad() - "C:/Users/Samson/AppData/Local/Temp/PapyrusTemp/FusionGeneratorSCRIPT.psc" Line 30

[05/27/2016 - 01:06:32AM] error: (001C92EB): the animation graph (Autoplay) cannot currently process event “autoFade”.

stack:

  [ (001C92EB)].FusionGeneratorSCRIPT.PlayAnimation() - "&lt;native&gt;" Line ?
  [ (001C92EB)].FusionGeneratorSCRIPT.OnLoad() - "C:/Users/Samson/AppData/Local/Temp/PapyrusTemp/FusionGeneratorSCRIPT.psc" Line 42

Both of these cases happen when fast traveling to a cell with a generator in place, but likely also if you just walk up on it outside.

EDIT: Reopened this ticket because this issue was not fixed.

20565June 02 2016PapyrusUnofficial Fallout 4 PatchAODogmeatQuestScript - cannot call AddKeyword() on a no...Windows PCFix PendingSclerocephalusLowMedium Task Description
[06/02/2016 - 01:05:33AM] error: Cannot call AddKeyword() on a None object, aborting function call
stack:
    <unknown self>.aoscript.FlagObjectFinished() - "<unknown file>" Line ?
    [AO_Dogmeat_FindContainer (00043EED)].AODogmeatQuestScript.OnStageSet() - "<unknown file>" Line ?
[06/02/2016 - 01:07:00AM] error: Cannot call AddKeyword() on a None object, aborting function call
stack:
    <unknown self>.aoscript.FlagObjectFinished() - "<unknown file>" Line ?
    [AO_Dogmeat_FindItem (0004EFF2)].AODogmeatQuestScript.OnStageSet() - "<unknown file>" Line ?

[06/02/2016 - 01:17:18AM] error: Cannot call AddKeyword() on a None object, aborting function call
stack:
    <unknown self>.aoscript.FlagObjectFinished() - "<unknown file>" Line ?
    [AO_Dogmeat_FindContainer (00043EED)].AODogmeatQuestScript.OnStageSet() - "<unknown file>" Line ?

The OnStageSet() event looks as follows:

Event OnStageSet(int auiStageID, int auiItemID)

    AOScript AO = AOScript.GetScript()

    if auiStageID == StartupStage
        AO.DogmeatFindEventStarted()

        if StartDistancePolling
            (myActor as AOAliasBailOutScript).StartDistancePollingIfNeeded()
        endif

        if ShouldProcessCollection
            ((Self as Quest) as RefCollectionAliasManager).ProcessCollection()
        endif


    elseif auiStageID == ShutdownStage
        AOScript.FlagObjectFinished(myObject.GetReference())
        AO.DogmeatFindEventEnded(AO_Dogmeat_FindType_GLOBAL)

    endif

EndEvent

The first line after ‘elseif’ should read:

AO.FlagObjectFinished(myObject.GetReference())

Instead of:

AOScript.FlagObjectFinished(myObject.GetReference())
20672June 16 2016PapyrusUnofficial Fallout 4 PatchCIS_EnterNewLocationTrigger - No keyword suppliedWindows PCFix PendingSclerocephalusLowMedium Task Description
[06/12/2016 - 04:31:04PM] error:  (0001D162): no keyword supplied.
stack:
    [ (0001D162)].workshopnpcscript.SayCustom() - "<native>" Line ?
    [ (00249812)].CIS_EnterNewLocationTrigger.OnTriggerEnter() - "<unknown file>" Line ?
[06/12/2016 - 04:31:05PM] error:  (0001D162): no keyword supplied.
stack:
    [ (0001D162)].workshopnpcscript.SayCustom() - "<native>" Line ?
    [ (00249813)].CIS_EnterNewLocationTrigger.OnTriggerEnter() - "<unknown file>" Line ?[06/12/2016 - 05:04:16PM] error:  (0001D162): no keyword supplied.
stack:
    [ (0001D162)].workshopnpcscript.SayCustom() - "<native>" Line ?
    [ (00249812)].CIS_EnterNewLocationTrigger.OnTriggerEnter() - "<unknown file>" Line ?
[06/12/2016 - 05:04:16PM] error:  (0001D162): no keyword supplied.
stack:
    [ (0001D162)].workshopnpcscript.SayCustom() - "<native>" Line ?
    [ (00249813)].CIS_EnterNewLocationTrigger.OnTriggerEnter() - "<unknown file>" Line ?

00249812 and 00249813 are missing a value for the keyword property on CIS_EnterNewLocationTrigger script .... or the script is missing a sanity check for ‘none’ keywords.

20684June 17 2016PapyrusUnofficial Fallout 4 PatchMS19DoorCloserScript - Cannot call SetOpen() on a None ...Windows PCFix PendingSclerocephalusLowMedium Task Description
[06/05/2016 - 02:26:14PM] error: Cannot call SetOpen() on a None object, aborting function call
stack:
    [ (0013B0F8)].MS19DoorCloserScript.OnTriggerLeave() - "<unknown file>" Line ?
[06/05/2016 - 02:27:02PM] error: Cannot call SetOpen() on a None object, aborting function call
stack:
    [ (0013B0F8)].MS19DoorCloserScript.OnTriggerLeave() - "<unknown file>" Line ?

The trigger 0013B0F8 is missing a linked door.

20715June 19 2016PapyrusUnofficial Fallout 4 PatchDN131_RETriggerManagerScript - Assigning None to a non-...Windows PCFix PendingSclerocephalusLowLow Task Description
[06/12/2016 - 04:04:12PM] warning: Assigning None to a non-object variable named "::temp0"
stack:
    [ (00247349)].DN131_RETriggerManagerScript.Ready.OnUnload() - "<unknown file>" Line ?
[06/12/2016 - 04:11:20PM] warning: Assigning None to a non-object variable named "::temp0"
stack:
    [ (00247349)].DN131_RETriggerManagerScript.Ready.OnUnload() - "<unknown file>" Line ?
20854July 05 2016PapyrusUnofficial Fallout 4 PatchTrapMonkeyTriggerScript - Animation graph errorsWindows PCFix PendingSclerocephalusLowMedium Task Description

Pretty much the same stuff as with BirdCritterScript and SpotlightScript (before they were fixed).

20874July 07 2016PapyrusUnofficial Fallout 4 PatchSpotlightScript - Further improvementsWindows PCFix PendingSclerocephalusLowMedium Task Description
[07/07/2016 - 05:24:51AM] error: Attempting to stop an invalid sound instance
stack:
    <unknown self>.Sound.StopInstance() - "<native>" Line ?
    [ (000E843A)].SpotlightScript.active.ClearSound() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843A)].SpotlightScript.active.Alarm() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843A)].SpotlightScript.active.warn() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843E)].spotlighttriggerscript.StartDetect() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line 306
    [ (000E843E)].spotlighttriggerscript.active.OnGainLOS() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 05:25:03AM] error: Attempting to stop an invalid sound instance
stack:
    <unknown self>.Sound.StopInstance() - "<native>" Line ?
    [ (000E843A)].SpotlightScript.active.ClearSound() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843A)].SpotlightScript.active.warn() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843E)].spotlighttriggerscript.StartDetect() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line 306
    [ (000E843E)].spotlighttriggerscript.active.OnGainLOS() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 05:25:08AM] error: Attempting to stop an invalid sound instance
stack:
    <unknown self>.Sound.StopInstance() - "<native>" Line ?
    [ (000E843A)].SpotlightScript.active.ClearSound() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843A)].SpotlightScript.active.warn() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843E)].spotlighttriggerscript.StartDetect() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line 306
    [ (000E843E)].spotlighttriggerscript.active.OnGainLOS() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 05:25:14AM] error: Attempting to stop an invalid sound instance
stack:
    <unknown self>.Sound.StopInstance() - "<native>" Line ?
    [ (000E843A)].SpotlightScript.active.ClearSound() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843A)].SpotlightScript.active.Alarm() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843A)].SpotlightScript.active.warn() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightScript.psc" Line ?
    [ (000E843E)].spotlighttriggerscript.StartDetect() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line 306
    [ (000E843E)].spotlighttriggerscript.active.OnGainLOS() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?

In the ClearSound function, there are four checks for sound instances. In all checks, replace ‘>= 0’ with ‘> 0’. A sound instance of zero means that the sound did not play (for whatever reason). Thus, ‘0’ is an invalid instance too.

EDIT: I changed the scope of this ticket:

An earlier version of this script was withdrawn from the patch as of UFO4P version 1.0.6 because the fixes implemented up to that date broke the spotlights’ functionality. Much work has been invested since to fix that issue. In addition, fixes for the sound ID issue outlined above and for several minor 3D issues have been implemented.

I’ll tag all edits to the script since it was withdrawn with this ticket number.

20876July 07 2016PapyrusUnofficial Fallout 4 PatchSpotLightTriggerScript - Assigning None to a non-object...Windows PCFix PendingSclerocephalusLowMedium Task Description
[07/07/2016 - 07:37:47PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:38:00PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D852B)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:38:40PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:46:22PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:46:25PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D852B)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:46:45PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:46:50PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D852B)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:46:54PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D852B)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:47:08PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:47:21PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D852B)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:48:11PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:48:28PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D852B)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:48:32PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:48:33PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D852B)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?
[07/07/2016 - 07:48:48PM] warning: Assigning None to a non-object variable named "::temp65"
stack:
    [ (000D84E3)].spotlighttriggerscript.OnTriggerEnter() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SpotlightTriggerScript.psc" Line ?

I’m not sure what’s happening here.

20910July 16 2016PapyrusUnofficial Fallout 4 PatchTrapCanChimes - Cannot generate a detection event with ...Windows PCFix PendingSclerocephalusLowMedium Task Description
[07/13/2016 - 07:31:29AM] error: Cannot generate a detection event with a None owner
stack:
    [ (0017CE4C)].TrapCanChimes.CreateDetectionEvent() - "<native>" Line ?
    [ (0017CE4C)].TrapCanChimes.active.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapCanChimes.psc" Line 49
[07/13/2016 - 07:31:29AM] error: Cannot generate a detection event with a None owner
stack:
    [ (0017CE4C)].TrapCanChimes.CreateDetectionEvent() - "<native>" Line ?
    [ (0017CE4C)].TrapCanChimes.active.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapCanChimes.psc" Line 49
[07/13/2016 - 07:31:29AM] error: Cannot generate a detection event with a None owner
stack:
    [ (0017CE4C)].TrapCanChimes.CreateDetectionEvent() - "<native>" Line ?
    [ (0017CE4C)].TrapCanChimes.active.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapCanChimes.psc" Line 49

A strange one. The log tells us that “akActionRef As Actor” is None when the following event is processed:

Event OnTriggerEnter(ObjectReference akActionRef)
        debug.Trace(self + ": Entered by >> " + akActionRef)
        TriggerSound.play(self)
        CreateDetectionEvent(akActionRef as Actor, aiSoundLevel)
        if havokNudge
            self.placeAtMe(havokNudge)
        endIf
        ApplyHavokImpulse(0.0, 0.0, -1.0, 15.0)
    EndEvent

Maybe this trigger is not correctly set up and will react to other things than actors ?

EDIT: It turned out that this is exactly what happened here: the trigger does not only react to actors. Debugging of other trap scripts (e.g. TrapTrigPlate) has shown that this is how many (all ?) trap triggers work. In Skyrim, one could select from different primitives (i.e. basically, from different havok materials) when setting up a trigger to prevent this from happening, and it would surpise me if that wasn’t possible in FO4 too.

Anyway, setup error or not, a sanity check did fix this.

21325October 23 2016ItemsUnofficial Fallout 4 PatchFar Harbor Fog Condensers at Workshops don't resetWindows PCFix PendingLowMedium Task Description

Pretty much what the title says, you’re supposed to be able to gather Condensed Fog from these, but you can only do it once in a vanilla game at any settlement-based fog condensers.

I haven’t testing it, but DLC06:PipboyCrateScript from Vault-Tec Workshop looks like it should properly reset these to 1 per day if also applied to them (the script itself even acknowledges the lack of flora resetting in settlements).

21866January 12 2017QuestsUnofficial Fallout 4 PatchDLC01MQ04_01RadiantAssault never stops runningAllFix PendingSclerocephalusLowVery Low Task Description

Details and fix are provided here (post #34):
http://afkmods.iguanadons.net/index.php?/topic/4807-issues-with-random-encounters/page-2

21994January 31 2017ActorsUnofficial Fallout 4 PatchSolution: Companions repeat their random dialogue non-s...AllFix PendingspacefiddleLowVery Low Task Description

When a companion is dismissed anywhere, they are found at that location repeating all their random voice lines non-stop. This is because an error in FollowersScript sets the values of both IdleChatterTimeMin and IdleChatterTimeMax to zero, causing constant firing. The source of the error appears to be that a variable is being used in a function that only accepts a float as a parameter, resulting in NONE.

The intent seemed to be: the companions have an interval to say their lines - when they are picked up as a companion, store those values and swap in a different pair of values - then when they are dismissed, swap back to restore original values. Except this did not work, zero is cached, None is set when the invalid parameter is passed in; and that’s that, Min and Max are zero forever.

I’ve fixed this in a patch but since it’s FollowersScript, it is incompatible with anything. This fix should be made baseline.

The relevant lines in FollowersScript are:

Around line 606 - gets the HARDCODED values from the CK, and sets up two values to “cache the current value.” Actor in-game seems to get these values at this stage.

Around line 1070 - this is where the values get swapped on acquire / dismiss.
Line 1102: I believe the function
— ;IDLE CHATTER - set them back
CompanionActor.SetValue(IdleChatterTimeMin, CachedIdleChatterTimeMin)
CompanionActor.SetValue(IdleChatterTimeMax, CachedIdleChatterTimeMax)
— does not accept variables. It seems to set companions to 0 at this stage, going by getting values from actors in-game at various points before and after dismissal. I commented out this call entirely since I can’t think of any good reason to change this interval.

At line 1084 (companion acquire), instead of blindly cacheing what we assume is a valid value with no sanity checks, I just set:
— CompanionActor.SetValue(IdleChatterTimeMin, 600)
CompanionActor.SetValue(IdleChatterTimeMax, 900)

and then they STAY QUIET when dismissed, for at least 10 minutes and possibly up to 15 :P

I am attaching the copy of FollowersScript that I edited and commented.

At launch, the interval values were Min 600 and Max 900: 10-15 minutes between random lines. This seems rational. It remained at these values until Nuka-World, which for some ungodly reason set Min and Max to 240 and 300 - meaning even if it worked, 4-5 minutes between the five random lines they say. If you fix this, I implore you to go with the original intended Vanilla default :).

22116March 11 2017QuestsUnofficial Fallout 4 PatchQF_DLC03FarHarborFF02_01023ACA - properties cannot be b...AllFix PendingSclerocephalusLowLow Task Description

[03/11/2017 - 01:59:43PM] error: Property DLC03FarHarborFF02_RepairCondenser2 on script DLC03:Fragments:Quests:QF_DLC03FarHarborFF02_01023ACA attached to DLC03FarHarborFF02 (03023ACA) cannot be bound because <nullptr form> (03023B29) is not the right type
[03/11/2017 - 01:59:43PM] error: Property DLCC03FarHarborFF02_RepairCondenser3 on script DLC03:Fragments:Quests:QF_DLC03FarHarborFF02_01023ACA attached to DLC03FarHarborFF02 (03023ACA) cannot be bound because <nullptr form> (03023B28) is not the right type
[03/11/2017 - 01:59:43PM] error: Property DLC03FarHarborFF02_RepairCondenser1 on script DLC03:Fragments:Quests:QF_DLC03FarHarborFF02_01023ACA attached to DLC03FarHarborFF02 (03023ACA) cannot be bound because <nullptr form> (03023B2A) is not the right type

22117March 11 2017QuestsUnofficial Fallout 4 PatchQF_DLC04MS01_01000806 - properties cannot be boundAllFix PendingSclerocephalusLowLow Task Description

[03/11/2017 - 01:59:43PM] error: Property DLC04MS01_BradbertonDeathScene on script DLC04:Fragments:Quests:QF_DLC04MS01_01000806 attached to DLC04MS01 (06000806) cannot be bound because <nullptr form> (0601B165) is not the right type
[03/11/2017 - 01:59:43PM] error: Property DLC04SierraOutfitNoGlasses on script DLC04:Fragments:Quests:QF_DLC04MS01_01000806 attached to DLC04MS01 (06000806) cannot be bound because <nullptr form> (060357DB) is not the right type

22123March 12 2017QuestsUnofficial Fallout 4 PatchFollowersScript - Cannot call GetRace() on a None objec...AllFix PendingSclerocephalusLowMedium Task Description

A nice one: “DogmeatRef is not DogmeatRace”:

[03/11/2017 - 02:01:33PM] error: Cannot call GetRace() on a None object, aborting function call
stack:

[Followers (000289E4)].followersscript.SetDogmeatCompanion() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\followersscript.psc" Line 944
[DogmeatQuest (0006DFAF)].Fragments:Quests:QF_DogmeatQuest_0006DFAF.Fragment_Stage_0004_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_DogmeatQuest_0006DFAF.psc" Line 71

Since I’m currently running that script in debug mode, I also got the following message:
[03/11/2017 - 02:01:33PM] [followersscript <Followers (000289E4)>]SetDogmeatCompanion() DogmeatRef is not DogmeatRace. None

I have no idea what happened here.

22124March 13 2017QuestsUnofficial Fallout 4 PatchQF_REChokepointSC06_FactionM_001B06C3 - cannot clear a ...AllFix PendingSclerocephalusLowMedium Task Description

[03/12/2017 - 10:05:50AM] error: alias Minuteman1 on quest REChokepointSC06_FactionMMDefenders (001B06C3): Cannot clear a non-optional alias.
stack:

[alias Minuteman1 on quest REChokepointSC06_FactionMMDefenders (001B06C3)].realiasscript.Clear() - "<native>" Line ?
[REChokepointSC06_FactionMMDefenders (001B06C3)].REAssaultSC_FactionScript.RemoveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 126
[REChokepointSC06_FactionMMDefenders (001B06C3)].REAssaultSC_FactionScript.ResolveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 104
[REChokepointSC06_FactionMMDefenders (001B06C3)].Fragments:Quests:QF_REChokepointSC06_FactionM_001B06C3.Fragment_Stage_0010_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepointSC06_FactionM_001B06C3.psc" Line 15

[03/12/2017 - 10:05:50AM] error: alias Minuteman4 on quest REChokepointSC06_FactionMMDefenders (001B06C3): Cannot clear a non-optional alias.
stack:

[alias Minuteman4 on quest REChokepointSC06_FactionMMDefenders (001B06C3)].realiasscript.Clear() - "<native>" Line ?
[REChokepointSC06_FactionMMDefenders (001B06C3)].REAssaultSC_FactionScript.RemoveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 126
[REChokepointSC06_FactionMMDefenders (001B06C3)].REAssaultSC_FactionScript.ResolveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 104
[REChokepointSC06_FactionMMDefenders (001B06C3)].Fragments:Quests:QF_REChokepointSC06_FactionM_001B06C3.Fragment_Stage_0010_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepointSC06_FactionM_001B06C3.psc" Line 15
22125March 13 2017PapyrusUnofficial Fallout 4 PatchDLC03:TrapBear - repeating errorsAllFix PendingSclerocephalusLowMedium Task Description

A very frequent error on the log when you are on the island. Always several errors in no particular sequence:

[03/12/2017 - 12:24:49PM] error: (0302E146): does not have a node named ‘REF_ATTACH_NODE’.
stack:

[ (0302E146)].DLC03:TrapBear.PlaceAtNode() - "<native>" Line ?
[ (0302E146)].DLC03:TrapBear.OnCellAttach() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\TrapBear.psc" Line 46

[03/12/2017 - 12:24:49PM] error: (0302E141): does not have a node named ‘REF_ATTACH_NODE’.
stack:

[ (0302E141)].DLC03:TrapBear.PlaceAtNode() - "<native>" Line ?
[ (0302E141)].DLC03:TrapBear.OnCellAttach() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\TrapBear.psc" Line 46

[03/12/2017 - 12:24:59PM] error: Cannot register for an event from a None object
stack:

[ (0302E145)].DLC03:TrapBear.RegisterForRemoteEvent() - "<native>" Line ?
[ (0302E145)].DLC03:TrapBear.Open.OnBeginState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\TrapBear.psc" Line 113
[ (0302E145)].DLC03:TrapBear.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0302E145)].DLC03:TrapBear.OnLoad() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\TrapBear.psc" Line 36

[03/12/2017 - 12:24:59PM] error: Cannot register for an event from a None object
stack:

[ (0302E147)].DLC03:TrapBear.RegisterForRemoteEvent() - "<native>" Line ?
[ (0302E147)].DLC03:TrapBear.Open.OnBeginState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\TrapBear.psc" Line 113
[ (0302E147)].DLC03:TrapBear.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0302E147)].DLC03:TrapBear.OnLoad() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\TrapBear.psc" Line 36

[03/12/2017 - 12:24:59PM] error: Cannot register for an event from a None object
stack:

[ (0302E142)].DLC03:TrapBear.RegisterForRemoteEvent() - "<native>" Line ?
[ (0302E142)].DLC03:TrapBear.Open.OnBeginState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\TrapBear.psc" Line 113
[ (0302E142)].DLC03:TrapBear.GotoState() - "g:\_F4\Art\Raw\ScriptsMilestone\ScriptObject.psc" Line 42
[ (0302E142)].DLC03:TrapBear.OnLoad() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\TrapBear.psc" Line 36

Sadly, this is another mess of a script:

(1) The ‘does not have a node named ‘REF_ATTACH_NODE’ arror is a bogus error, because the ref in question (always the trap itself) has this node (I checked the mesh). This is actually nothing else than a disguised 3D error because the offending line is in an OnCellAttach() event where chances are hight that the ref has not loaded yet:

event onCellAttach()

debug.Trace(self + ": onCellAttach")

;RegisterForRemoteEvent(MyTrigger, "OnTriggerEnter")
if GetState() == "Open"
	MyTrigger = PlaceAtNode("REF_ATTACH_NODE", DLC03BearTrapTrigger, aiCount = 1, abForcePersist = false, abInitiallyDisabled = false, abDeleteWhenAble = true, abAttach = true)
	hitBase.goToState("CanHit")
endif

EndEvent

If the node is not found, no trigger is created. This explains all of the subsequent errors which occur because MyTrigger is ‘none’.

Adding a WaitFor3DLoad check here will cause a conflict with the OnLoad event though:

event onLoad()

debug.Trace(self + ": onLoad")
hitBase = (self as objectReference) as DLC03:DLC03TrapHit
if StartOpen
	;playAnimation("StartOpen")
	goToState("Open")
endif
;MoveToNearestNavmeshLocation()

endEvent

As soon as the trap enters its ‘Open’ state, an OnBeginState event will start running and try do run stuff on the trigger - but this will still be missing if OnCellAttach has not finished running due to the added 3D check. It’s probably best therefore to sack the OnCellAttach() event entirely and move the trigger creation elsewhere.

(2) If the script would work as intended, it would create a new trigger on every load. It does delete the trigger only after the trap has been fired or disarmed (but this is only the last created trigger). All other references will pile up until the cell resets - unless you place the trap at a workshop (you can do that!). To fix this, the script would only have to check whether there already is a trigger before creating a new one.

EDIT: Note: When the script creates the trigger via PlaceAtNode, it does so with abDeleteWhenAble = true (which marks created refs for deletion as soon as they are not in a script property or in a quest alias anymore). This doesn’t work here though because the script property that holds the trigger ref is never cleared.

22126March 13 2017PapyrusUnofficial Fallout 4 PatchDLC03_TentBedActivatorScript - Cannot call DisableNoWai...AllFix PendingSclerocephalusLowLow Task Description

[03/12/2017 - 12:36:19PM] error: Cannot call DisableNoWait() on a None object, aborting function call
stack:

[ (0304F31C)].DLC03:DLC03_TentBedActivatorScript.OnUnload() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\DLC03_TentBedActivatorScript.psc" Line 26

[03/12/2017 - 12:36:19PM] error: Cannot call Delete() on a None object, aborting function call
stack:

[ (0304F31C)].DLC03:DLC03_TentBedActivatorScript.OnUnload() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\DLC03_TentBedActivatorScript.psc" Line 27

[03/12/2017 - 12:39:16PM] error: Cannot call DisableNoWait() on a None object, aborting function call
stack:

[ (0304F2B4)].DLC03:DLC03_TentBedActivatorScript.OnUnload() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\DLC03_TentBedActivatorScript.psc" Line 26

[03/12/2017 - 12:39:16PM] error: Cannot call DisableNoWait() on a None object, aborting function call
stack:

[ (0304F2B7)].DLC03:DLC03_TentBedActivatorScript.OnUnload() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\DLC03_TentBedActivatorScript.psc" Line 26

[03/12/2017 - 12:39:16PM] error: Cannot call Delete() on a None object, aborting function call
stack:

[ (0304F2B7)].DLC03:DLC03_TentBedActivatorScript.OnUnload() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\DLC03_TentBedActivatorScript.psc" Line 27

[03/12/2017 - 12:39:16PM] error: Cannot call Delete() on a None object, aborting function call
stack:

[ (0304F2B4)].DLC03:DLC03_TentBedActivatorScript.OnUnload() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\DLC03_TentBedActivatorScript.psc" Line 27
22127March 13 2017ItemsUnofficial Fallout 4 PatchTrapFlamethrower is missing a value for the WorkshopNoR...AllFix PendingSclerocephalusLowMedium Task Description

[03/12/2017 - 11:00:28AM] error: Cannot add a None keyword to a reference
stack:

[ (0100C307)].TrapFlamethrower.AddKeyword() - "<native>" Line ?
[ (0100C307)].TrapFlamethrower.FireTrap() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 169
[ (0100C307)].TrapFlamethrower.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 243

[03/12/2017 - 11:00:28AM] error: Cannot add a None keyword to a reference
stack:

[ (0100C306)].TrapFlamethrower.AddKeyword() - "<native>" Line ?
[ (0100C306)].TrapFlamethrower.FireTrap() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 169
[ (0100C306)].TrapFlamethrower.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 243

[03/12/2017 - 11:00:41AM] error: Cannot remove a None keyword
stack:

[ (0100C307)].TrapFlamethrower.RemoveKeyword() - "<native>" Line ?
[ (0100C307)].TrapFlamethrower.FireTrap() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 182
[ (0100C307)].TrapFlamethrower.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 243

[03/12/2017 - 11:00:41AM] error: Cannot remove a None keyword
stack:

[ (0100C306)].TrapFlamethrower.RemoveKeyword() - "<native>" Line ?
[ (0100C306)].TrapFlamethrower.FireTrap() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 182
[ (0100C306)].TrapFlamethrower.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBase.psc" Line 243

TrapFlamethrower is the non-workshop flamethrower version (so it is somewhat understandable why this property was not inialized) but it runs the same script as the workshop version, and the script has not been conceived to discern workshop and non-workshop objects.

Note that the actual error occurs on the TrapBase script which the TrapFlamethrower script extends. While I could add a check for the keyword being none, setting this keyword on the scripts of non-workshop trap object versions has no unwanted side effects and is therefore a better solution than a script modification without actual need.

EDIT: More with the same problem (all of them fixed for this ticket too):
- TrapIEDCigarCarton
- DLC04Gauntlet_TrapIEDCigarCarton
- TrapElectricalArc

22129March 13 2017QuestsUnofficial Fallout 4 PatchQF_DLC01MasterQuest_010008BA - properties cannot be bou...AllFix PendingSclerocephalusLowLow Task Description

[03/11/2017 - 01:59:43PM] error: Property DLC01LairCC_MechanistArmorSpawnPoint on script DLC01:Fragments:Quests:QF_DLC01MasterQuest_010008BA attached to DLC01MasterQuest (010008BA) cannot be bound because <nullptr form> (01009A4E) is not the right type
[03/11/2017 - 01:59:43PM] error: Property DLC01LairCC_MechanistHelmetSpawnPoint on script DLC01:Fragments:Quests:QF_DLC01MasterQuest_010008BA attached to DLC01MasterQuest (010008BA) cannot be bound because <nullptr form> (01009A4F) is not the right type

22130March 13 2017QuestsUnofficial Fallout 4 PatchQF_DLC03MQ02_01001B40 - property cannot be boundAllFix PendingSclerocephalusLowLow Task Description

[03/11/2017 - 01:59:43PM] error: Property pMQ02M07StartMarker on script DLC03:Fragments:Quests:QF_DLC03MQ02_01001B40 attached to DLC03MQ02 (03001B40) cannot be bound because <nullptr form> (0301A218) is not the right type

22131March 13 2017QuestsUnofficial Fallout 4 PatchQF_DLC04MasterQuest_0100A520 - properties cannot be bou...AllFix PendingSclerocephalusLowLow Task Description

[03/11/2017 - 01:59:43PM] error: Property NUK016TraderFaction on script DLC04:Fragments:Quests:QF_DLC04MasterQuest_0100A520 attached to DLC04MasterQuest (0600A520) cannot be bound because <nullptr form> (0600D879) is not the right type
[03/11/2017 - 01:59:43PM] error: Property Alias_DLC04RaiderOverboss on script DLC04:Fragments:Quests:QF_DLC04MasterQuest_0100A520 attached to DLC04MasterQuest (0600A520) cannot be bound because <nullptr alias> (1) on quest DLC04MasterQuest (0600A520) is not the right type

22132March 13 2017QuestsUnofficial Fallout 4 PatchQF_DLC04MQ00_01000800 - properties cannot be boundAllFix PendingSclerocephalusLowLow Task Description

[03/11/2017 - 01:59:43PM] error: Property Alias_ControlTerminalPassword on script DLC04:Fragments:Quests:QF_DLC04MQ00_01000800 attached to DLC04MQ00 (06000800) cannot be bound because <nullptr alias> (12) on quest DLC04MQ00 (06000800) is not the right type
[03/11/2017 - 01:59:43PM] error: Property DLC04MQ00HarveyHighlightingEnableMarker on script DLC04:Fragments:Quests:QF_DLC04MQ00_01000800 attached to DLC04MQ00 (06000800) cannot be bound because <nullptr form> (06023E27) is not the right type

22141March 15 2017QuestsUnofficial Fallout 4 PatchQF_RESceneRJ02_001ABE43 - properties cannot be initiali...AllFix PendingSclerocephalusLowMedium Task Description

[03/14/2017 - 12:53:59PM] warning: Property Alias_Enemy01 on script Fragments:Quests:QF_RESceneRJ02_001ABE43 attached to RESceneRJ02 (001ABE43) cannot be initialized because the script no longer contains that property
[03/14/2017 - 12:53:59PM] warning: Property Alias_Enemy02 on script Fragments:Quests:QF_RESceneRJ02_001ABE43 attached to RESceneRJ02 (001ABE43) cannot be initialized because the script no longer contains that property

22143March 15 2017PapyrusUnofficial Fallout 4 Patchdlc03:fogcondenserfurniturescript - cannot currently pr...Windows PCFix PendingSclerocephalusLowLow Task Description

A very frequent error while on the island:

[03/15/2017 - 01:01:29PM] error: (03049BAE): the animation graph (StagesCycle) cannot currently process event “Stage1”.
stack:

[ (03049BAE)].dlc03:fogcondenserfurniturescript.PlayAnimation() - "<native>" Line ?
[ (03049BAE)].dlc03:fogcondenserfurniturescript.CheckAnimationState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 53
[ (03049BAE)].dlc03:fogcondenserfurniturescript.CheckRepairedState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 46
[ (03049BAE)].dlc03:fogcondenserfurniturescript.OnLoad() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 8

[03/15/2017 - 01:01:29PM] error: (0304FD41): the animation graph (StagesCycle) cannot currently process event “Stage1”.
stack:

[ (0304FD41)].dlc03:fogcondenserfurniturescript.PlayAnimation() - "<native>" Line ?
[ (0304FD41)].dlc03:fogcondenserfurniturescript.CheckAnimationState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 53
[ (0304FD41)].dlc03:fogcondenserfurniturescript.CheckRepairedState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 46
[ (0304FD41)].dlc03:fogcondenserfurniturescript.OnLoad() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 8

[03/15/2017 - 01:01:29PM] error: (03049BB0): the animation graph (StagesCycle) cannot currently process event “Stage1”.
stack:

[ (03049BB0)].dlc03:fogcondenserfurniturescript.PlayAnimation() - "<native>" Line ?
[ (03049BB0)].dlc03:fogcondenserfurniturescript.CheckAnimationState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 53
[ (03049BB0)].dlc03:fogcondenserfurniturescript.CheckRepairedState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 46
[ (03049BB0)].dlc03:fogcondenserfurniturescript.OnLoad() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 8

[03/15/2017 - 01:01:29PM] error: (03049BB4): the animation graph (StagesCycle) cannot currently process event “Stage1”.
stack:

[ (03049BB4)].dlc03:fogcondenserfurniturescript.PlayAnimation() - "<native>" Line ?
[ (03049BB4)].dlc03:fogcondenserfurniturescript.CheckAnimationState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 53
[ (03049BB4)].dlc03:fogcondenserfurniturescript.CheckRepairedState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 46
[ (03049BB4)].dlc03:fogcondenserfurniturescript.OnLoad() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 8

[03/15/2017 - 01:01:29PM] error: (0304FD43): the animation graph (StagesCycle) cannot currently process event “Stage1”.
stack:

[ (0304FD43)].dlc03:fogcondenserfurniturescript.PlayAnimation() - "<native>" Line ?
[ (0304FD43)].dlc03:fogcondenserfurniturescript.CheckAnimationState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 53
[ (0304FD43)].dlc03:fogcondenserfurniturescript.CheckRepairedState() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 46
[ (0304FD43)].dlc03:fogcondenserfurniturescript.OnLoad() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\FogCondenserFurnitureScript.psc" Line 8
22144March 15 2017PapyrusUnofficial Fallout 4 PatchREChokepointTriggerScript tries to set stages on wrong ...AllFix PendingSclerocephalusLowMedium Task Description

As a result, various chokepoint RE quests frequently throw an ‘attepmted to start an event scoped quest outside of story manager’ error. There’s nothing wrong wit those quests though (at least not in relation to this particular error): those errors are all caused by the same bug in REChokepointTriggerScript.

I’ll close all tickets that reported this error for individual quests and mark them as a duplicate of this one.

REChokepointTriggerScript extends RETriggerScript; it only contains an override for the OnTriggerEnter() event (note that this will fire irrespective of the state RETriggerScript is in):

Scriptname REChokepointTriggerScript extends RETriggerScript
Event OnTriggerEnter(ObjectReference akActionRef)
	if (akActionRef == Game.GetPlayer())
		myQuest.SetStage(11)
	EndIf
	Parent.OnTriggerEnter(akActionRef)
EndEvent

All it’s supposed to do is to set stage 11 on the current RE quest when the player enters the trigger. To understand the implications, one has to know that all chokepoint triggers are preconfigured to fire on load. That is, when RETriggerScript runs on a chokepoint trigger, it will start a quest from its OnLoad event and skip its OnTrigger event. This is all on the parent script (i.e. on RETriggerScript):

Auto State On
	Event OnTriggerEnter(ObjectReference akActionRef)
		if TriggerOnLoad == true || akActionRef != Game.GetPlayer()
			return
		EndIf
		debug.OpenUserLog(UFO4P_RELog)
		debug.traceuser(UFO4P_RELog, self + " State = On: OnTriggerEnter: Calling StartEncounter ...")
		StartEncounter()
	EndEvent
 
	Event OnCellLoad()
		debug.OpenUserLog(UFO4P_RELog)
		if TriggerOnLoad
			debug.traceuser(UFO4P_RELog, self + " State = On: OnCellLoad: Calling StartEncounter ...")
			StartEncounter()
		EndIf
	EndEvent
endState

There are two problems here:
(1) The StartEncounter function does not always start a quest. Some triggers have a cool down timer running to prevent another quest from being started within too short a period of time. The REChokepointTriggerScript doesn’t know about this, and when the event fires, it sets stage 11 on myQuest - which then however is the last quest started by this trigger.
(2) The myQuest property may not hold the current quest. When an RE quest is started, it runs a startup procedure, and when this code has finished running, it calls the QuestStarted function on RETriggerScript to write the current quest in the myQuest property. Up to this point therefore, myQuest is not the current quest but the quest that was previously started by the trigger.

REChokepointTriggerScript doesn’t know whether it sets the stage on the correct quest because it doesn’t check this. Thus, it may try to set the stage on a quest that is not running anymore and an error will be thrown. Moreover though, stage 11 on the correct quest may never be set and as a result, the chokepoint quest may not work as intended (what usually happens is that the actors are just standing there instead of walking to the player and forcegreet him).

22148March 16 2017PapyrusUnofficial Fallout 4 PatchQF_REChokepointSC06_FactionM_001B06C3 - cannot access a...AllFix PendingSclerocephalusLowMedium Task Description

[03/12/2017 - 10:05:50AM] error: Cannot access an element of a None array
stack:

[REChokepointSC06_FactionMMDefenders (001B06C3)].rescript.UpdateDeadCountGroupSize() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\REScript.psc" Line 446
[REChokepointSC06_FactionMMDefenders (001B06C3)].REAssaultSC_FactionScript.ResolveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 117
[REChokepointSC06_FactionMMDefenders (001B06C3)].Fragments:Quests:QF_REChokepointSC06_FactionM_001B06C3.Fragment_Stage_0010_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepointSC06_FactionM_001B06C3.psc" Line 15

[03/12/2017 - 10:05:50AM] error: Cannot access a variable of a None struct
stack:

[REChokepointSC06_FactionMMDefenders (001B06C3)].rescript.UpdateDeadCountGroupSize() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\REScript.psc" Line 446
[REChokepointSC06_FactionMMDefenders (001B06C3)].REAssaultSC_FactionScript.ResolveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 117
[REChokepointSC06_FactionMMDefenders (001B06C3)].Fragments:Quests:QF_REChokepointSC06_FactionM_001B06C3.Fragment_Stage_0010_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepointSC06_FactionM_001B06C3.psc" Line 15

This is a relatively frequent error thrown by all RE quests that (1) do not use all of the actors filled in the aliases at quest start, and (2) do not track the death counts of individual actor groups.

These two functionalities are not dependent on each other. Nonetheless, the vanilla scripts are not conceived to handle quests that are configured in this specific manner. If they are not using all of the available actors, they are running REAssaultSC_FactionScript in addition to REScript. REAssaultSC_FactionScript reduces the actor count to a random number, clears the aliases of all excess actors and deletes them. Subsequently, it calls a function on REScript to update the actor group sizes in the DeathCountGroups array. This array however is not even initialized (i.e. it doesn’t exist) on quests that do not track death counts. REAssaultSC_FactionScript does not check whether the quest is actually using that functionality before it calls REScript. In fact, it can’t check it because there is no property nor variable on that script to tell it.

To fix this, I added a check to the offending function on REScript to skip the code if the DeathCountGroups is not initialized.

22150March 17 2017TerminalsUnofficial Fallout 4 PatchSeveral security terminals lack tapedrives, rendering t...AllFix PendingMadCat221LowMedium Task Description

A number of computer terminals have no holotape drives, rendering the Total Hack holotapes useless in tampering with the security devices (Protectrons, searchlights, turrets) attached to it.

So far, the following have been identified:

* Curator Given’s terminal in the Boston Public Library controlling some turrets and protectrons (TERM:00100D9B)
* A terminal in HalluciGen controlling a pair of Protectrons (TERM:000AF8BB)
* The sergeant’s terminal in BADTFL controlling a turret (the one over the lockup pinning down raiders) (TERM:000FEBAD)
* Two identical terminals at Hub City Auto Wreckers, the Gunner compound to the north of Finch Farm, that also control the bridge crane thing (TERM:00124266)
* A terminal right past the decon arch hallway at Med Tek controlling a pair of turrets (TERM:00100D50)
* The cell block control terminal in the Med Tek basement (TERM:00100EBB)
* A wall terminal right next to (and locking) the basement lab in Med Tek Labs (TERM:00101A86)
* A terminal inside the Boston Police Rationing Site warehouse with an attached protectron (TERM:00099DBB)

* DN151_ExteriorTerminal “Grounds Terminal” [TERM:00129F9B] Controls a single spotlight on the exterior of Weston Water Treatment Plant. Missing keyword linkage to second spotlight ([REFR:0019FA72] (places SpotLightDetect01 [ACTI:0009F983] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth “Commonwealth” [WRLD:0000003C]) at -16,-1)) also fixed.
* DN151_TerminalFacilities “Facilities Terminal” [TERM:0019DFBD] controlling ten(!) wall turrets inside the Weston Water Treatment Plant
* DN028_LightsTerminal “Terminal” [TERM:0019A7A7] Used twice in D.B. Technical High School, once to control a turret and another to control a spotlight.
* DN059_CollegeSquareStationProtectronWallTerminal “Security Terminal” [TERM:001073B9] Used twice in the College Square metro to control the same two Protectrons.

* ADV08_Vim_Terminal_BrewingProtectron “Vim Brewing Terminal” [TERM:03027010] Used in the Vim! Pop Factory in Far Harbor DLC, controls a Protectron.

* BoS_DN084_Terminal_MassFusionMRAnalyst “Analyst’s Terminal” [TERM:0014EEEC] in Mass Fusion basement, controls protectrons.
* BoS_DN084_Terminal_MassFusionMRPrototype “Prototype Lab Terminal” [TERM:0014EF85] in Mass Fusion basement, controls protectrons.
* BoS_DN084_Terminal_MassFusionMRAttendant “Attendant’s Terminal” [TERM:0014EFCE] in Mass Fusion basement, controls protectrons.

In the CK, simply checking “Has Holodisk” on the Terminal form objects in question and leaving the selection dropdown blank appears to make a terminal have an empty holodisk drive (as opposed to no holodisk drive). A recent developer release of FO4Edit available on the xEdit GitHub repository properly identifies the subrecord now as well. Null means no holodrive, 0 means empty holodrive, 1 means full holodrive (which also unlocks a referred item subrecord below it).

22158March 17 2017QuestsUnofficial Fallout 4 PatchDLC04_RQ_Manager - properties cannot be initializedAllFix PendingSclerocephalusLowMedium Task Description

[03/17/2017 - 07:32:24PM] warning: Property MinutemenFaction on script dlc04:dlc04_rq_managerscript attached to DLC04_RQ_Manager (06017F47) cannot be initialized because the script no longer contains that property
[03/17/2017 - 07:32:24PM] warning: Property BoSPrydwenArrived on script dlc04:dlc04_rq_managerscript attached to DLC04_RQ_Manager (06017F47) cannot be initialized because the script no longer contains that property
[03/17/2017 - 07:32:24PM] warning: Property BrotherhoodOfSteelFaction on script dlc04:dlc04_rq_managerscript attached to DLC04_RQ_Manager (06017F47) cannot be initialized because the script no longer contains that property
[03/17/2017 - 07:32:24PM] warning: Property MinutemenCentralQuest on script dlc04:dlc04_rq_managerscript attached to DLC04_RQ_Manager (06017F47) cannot be initialized because the script no longer contains that property

22163March 18 2017ActorsUnofficial Fallout 4 PatchDeacon's disguise swap routine should be suspended when...AllFix PendingMadCat221LowMedium Task Description

When Deacon is in power armor, his disguise swap routine seems to make the entire power armor suit strip down to the bare frame sometimes. To correct, I think the script functionalities that govern that should be suspended while he’s in the suit.

EDIT: This is handled by an OnLocationChange event on COMDeaconScript. That event unequips his current armor and equips a new one. If he’s in power armor however, the armor that is unequipped are the power armor parts (instead of what he’s wearing under the power armor).

Simple fix:
Add a check to that event like so:

	if akSender == Game.GetPlayer() && bCanSwapDisguises
 
		Debug.Trace("COMDeacon has detected the player has moved.")
 
		;UFO4P 2.x Bug #22163. suspend this while he's in power armor (otherwise, this function will unequip his power armor parts):
		if Deacon.GetActorReference().IsInPowerArmor() == true
			return
		endif
22164March 18 2017ActorsUnofficial Fallout 4 PatchOngoing problems with mirelurk skinsAllFix PendingSclerocephalusLowMedium Task Description

The problems are all related to MirelurkAmbushArtScript which has been conceived to equip FX skins for regular mirelurks. Only for those (i.e. for MirelurkRace actors) it works as intended, but mirelurk hunters, mirelurk kings and mirelurk queens are running this script as well, which leads to various issues:

(1) The script expects that the skins to be equipped by an actor are in a formlist that is specified by the MirelurkAmbushArmorFL property.
(2) The script also expects that the skins are in specific positions in that formlist:
The script evaluates the ambush type by checking several keywords that may or may not exist on the ambush furniture that is linked to all actors running this script. The keyword defines the ambush type, and there should be a matching skin for every type of ambush. The script assigns a number (the ‘armor index’) to each keyword and then expects to find the skin to be equipped at the corresponding formlist position.
(3) The script runs only on leveled actors. Simply speaking, the engine creates an actor from the leveled list and then attaches the script to that actor. Needless to say that the script stops working if there are leveled lists that create mirelukrs of mixed races (because the script needs a race-specific formlist to be passed in).

Unfortunately, there is at least one leveled actor list in the game that creates mirelurks of various races. Thus, the only way to mkae sure that the script always works as intended was to check the actor’s race on the script and then select the proper formlist depending on the outcome. This required the addition of new race and formlist properties (I flagged them as ‘const’, so the values will not be stored in the save).

Now to the formlists for the various races:
(1) Mirelurk queens: there are no FX skins existing for mirelurk queens, so there’s nothing to equip (and mirelurk queens shouldn’t have been configured to run this script at all). I added a check to the script to bail out if the actor’s race is not MirelurkRace, MirelurkHunterRace or MirelurkKingRace.
(2) Mirelurk hunters (aka RADLobsters): The armor formlist for mirelurk hunters was missing from the game but the skins did exist. This has been fixed already in UFO4P 2.0.0 (Bug #20566).
(3) Mirelurk kings: There is an armor formlist existing in the game but it was not properly processed by the script because it had the skins in the wrong positions.

22170March 19 2017QuestsUnofficial Fallout 4 PatchREObjectRJ03 (Mac's Bar) - Cleanup issuesAllFix PendingSclerocephalusLowMedium Task Description

Before going into the details, I would like to add a general note on that quest here, since people frequently complain that this quest is not repeating properly:

This quest was never intended to repeat more than a couple of times, and it will dry up completely in relatively early stages of the game. This is because it is an object type encounter (the quest name indicates this): the REObject triggers that start those encounters are not rearmed. There is a script note on the stop stage of all REObject quest that makes it very clear that this behavior was intended, and we didn’t change this when we fixed the RE quests in UFO4P 2.0.0.

Simply speaking, the game is not using the object encounter locations more than once. Though, which quests will be triggered at those locations is entirely random (it can be any of the REObject quests). Thus, if you’re lucky, Mac will show up in your game on several occasions, but in the worst case, he may not show up in your game at all.

What’s wrong with that quest is the cleanup: Mac will be removed by the engine as soon as the quest shuts down and the aliases are cleared (he’s created at runtime, and like all actors that were created at runtime, he will be cleaned up by the engine rather quickly). Not so his bar stand though, since in game created objects will not be removed until the cell resets (and this may take a long time to happen).

To fix this, I added some lines to the end fragment to delete the bar and the furniture marker when the quest shuts down.

NOTE: This is not retroactive, because there is no way to track the offending references for quests that have already stopped running.

22171March 19 2017PapyrusUnofficial Fallout 4 PatchDialogueBunkerHillScript issueAllFix PendingSclerocephalusLowMedium Task Description

This script reacts to an OnLocationChange event sent by the player and may then start the CaravanBH01 quest to move one of the caravans to the shopping stand at Bunker Hill.

Unfortunately, when the player leaves workshop mode while he already is at Bunker Hill, this is interpreted as the player just having arrived at Bunker Hill. The script then starts a new instance of CaravanBH01 that runs with empty aliases (why the aliases are all empty is not yet clear). As a result, you may get a wall of errors on the log every time you leave workshop mode at Bunker Hill:

[03/19/2017 - 12:16:06PM] error: Cannot call EvaluatePackage() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 19

[03/19/2017 - 12:16:06PM] error: Cannot call EvaluatePackage() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 20

[03/19/2017 - 12:16:06PM] error: Cannot call EvaluatePackage() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 21

[03/19/2017 - 12:16:06PM] error: Cannot call EvaluatePackage() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 22

[03/19/2017 - 12:16:06PM] error: Cannot call EvaluatePackage() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 19

[03/19/2017 - 12:16:06PM] error: Cannot call EvaluatePackage() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 20

[03/19/2017 - 12:16:06PM] error: Cannot call EvaluatePackage() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 21

[03/19/2017 - 12:16:06PM] error: Cannot call EvaluatePackage() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 22

[03/19/2017 - 12:16:06PM] error: Cannot call MoveTo() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 27

[03/19/2017 - 12:16:06PM] error: Cannot call MoveTo() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 28

[03/19/2017 - 12:16:06PM] error: Cannot call MoveTo() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 29

[03/19/2017 - 12:16:06PM] error: Cannot call MoveTo() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 30

[03/19/2017 - 12:16:06PM] error: Cannot call MoveTo() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 27

[03/19/2017 - 12:16:06PM] error: Cannot call MoveTo() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 28

[03/19/2017 - 12:16:06PM] error: Cannot call MoveTo() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 29

[03/19/2017 - 12:16:06PM] error: Cannot call MoveTo() on a None object, aborting function call
stack:

[CaravanBH01 (001328B7)].Fragments:Quests:QF_CaravanBH01_001328B7.Fragment_Stage_0100_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_CaravanBH01_001328B7.psc" Line 30
22172March 20 2017QuestsUnofficial Fallout 4 PatchQF_GhoulishPerkManager_001D33DA - property cannot be bo...AllFix PendingSclerocephalusLowMedium Task Description

[03/20/2017 - 10:02:37AM] error: Property Alias_Vultures on script Fragments:Quests:QF_GhoulishPerkManager_001D33DA attached to GhoulishPerkManager (001D33DA) cannot be bound because <nullptr alias> (10) on quest GhoulishPerkManager (001D33DA) is not the right type

22173March 20 2017PapyrusUnofficial Fallout 4 PatchFeralGhoulGlowingFXSCRIPT - Actor did not have a valid ...AllFix PendingSclerocephalusLowMedium Task Description

[03/20/2017 - 02:06:52PM] error: (001F72CD): Actor did not have a valid Animation Graph Manager.
stack:

[ (001F72CD)].MasterAmbushActorScript.SetSubGraphFloatVariable() - "<native>" Line ?
[Active effect 2 on  (001F72CD)].FeralGhoulGlowingFXSCRIPT.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\FeralGhoulGlowingFXSCRIPT.psc" Line 59

This happened when a glowing feral ghoul was gooified with a plasma gun. It probably also happens upon disintegration with a laser. In those cases, the engine disables the actor and places a goo blob/ash pile instead, so the actor is likely not loaded anymore when the OnDeath event tries to do animation-related stuff. A 3D check should fix it.

22174March 20 2017QuestsUnofficial Fallout 4 PatchQF_DLC03RESceneKMK02_0104B65D - properties cannot be bo...AllFix PendingSclerocephalusLowMedium Task Description

[03/20/2017 - 01:50:41PM] error: Property Alias_Molerat03 on script DLC03:Fragments:Quests:QF_DLC03RESceneKMK02_0104B65D attached to DLC03RESceneKMK02 (0304B65D) cannot be bound because <nullptr alias> (40) on quest DLC03RESceneKMK02 (0304B65D) is not the right type
[03/20/2017 - 01:50:41PM] error: Property Alias_Molerat02 on script DLC03:Fragments:Quests:QF_DLC03RESceneKMK02_0104B65D attached to DLC03RESceneKMK02 (0304B65D) cannot be bound because <nullptr alias> (39) on quest DLC03RESceneKMK02 (0304B65D) is not the right type

This quest is supposed to set up an ambush with one angler. It was apparently templated on another ambush quest with up to three molerats (thus, the angler alias is still named Alias_Molerat01), and the aliases Alias_Molerat02 and Alias_Molerat03 have been removed. However, the quest script was never updated and therefore is still trying to access the non-existing aliases.

I modified the quest script (commented out the lines that try to enable the non-existing actors that were never filled in the non-existing aliases) and removed the two alias properties.

22176March 20 2017PapyrusUnofficial Fallout 4 PatchDN080_SirenActivator - none errors etc.AllFix PendingSclerocephalusLowMedium Task Description

[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.

22177March 20 2017QuestsUnofficial Fallout 4 PatchQF_AO_Companion_LoiterSearch_000F4AC3 - property cannot...AllFix PendingSclerocephalusLowMedium Task Description

[03/20/2017 - 01:40:51PM] warning: Property AO_Companion_AlreadySearched on script Fragments:Quests:QF_AO_Companion_LoiterSearch_000F4AC3 attached to AO_Companion_LoiterSearch (000F4AC3) cannot be initialized because the script no longer contains that property

22178March 20 2017PapyrusUnofficial Fallout 4 PatchADV010BossEncounterScript - Actor is dead, cannot start...AllFix PendingSclerocephalusLowMedium Task Description

[03/20/2017 - 01:29:35PM] error: (030104AF): Actor is dead, cannot start combat.
stack:

[ (030104AF)].Actor.StartCombat() - "<native>" Line ?
[ (030104AD)].DLC03:ADV010BossEncounterScript.OnActivate() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\ADV010BossEncounterScript.psc" Line 29

[03/20/2017 - 01:29:35PM] error: (030104B0): Actor is dead, cannot start combat.
stack:

[ (030104B0)].SuperMutantSuiciderScript.StartCombat() - "<native>" Line ?
[ (030104AD)].DLC03:ADV010BossEncounterScript.OnActivate() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\ADV010BossEncounterScript.psc" Line 30

Sanity checks missing (no pun intended).

22189March 21 2017PapyrusUnofficial Fallout 4 PatchFollowersScript - Issue with handling of SAS triggers a...AllFix PendingSclerocephalusLowMedium Task Description

SAS triggers and SAE clutter triggers are used to toggle location and encounter specific follower dialogue. Whenever the player enters or leaves one of those triggers, the events that fire on the trigger scripts call the HandleMessageFromSASTrigger/HandleMessageFromSAEClutterTrigger functions on FollowersScript for further processing.

At some point in my game, this stopped working entirely. There were no comments from followers anymore and said functions threw ‘none’ errors on the papyrus log.

What the functions do is to add the trigger’s ref to a formlist when the player enters a trigger and to remove it when he leaves. It then checks whether the list is empty, and if not, gets the trigger from the first list position, reads a specific keyword from the trigger script and conditions the follower dialogue accodingly.

Debugging has shown that the first entry in the list was ‘none’ when the functions had stopped working. This is actually surprising because one cannot add a ‘none’ to a formlist (neither in the CK nor via script commands). It is not entirely unknown behavior though: this issue is already known from Skyrim papyrus, and it is a side effect of storing references in a formlist (NB: storing references in a formlist is generally not a good idea; arrays should be used instead). When the player leaves the cell in which the reference is persistent, the entry stored in a formlist will turn into a ‘none’, and it turns back into the valid ref if the player returns to that cell (presumably, Beth implemented it in that way to prevent references from becoming persistent if they are stored in a formlist).

Thus, what probably happened here is that the OnTriggerLeave event was processed with some delay and the reference was already ‘none’ when FollowersScript was called, so it couldn’t find it when it was told to remove it from the formlist. This should be relatively likely to occur when fast travelling while standing inside one of those triggers. Anyway, if it happens, the functions on FollowersScript will stop working forever. This is because the vanilla script does not expect that there may be a ‘none’ in the formlists, and it has no code to handle this.

To fix this, I added loops to both functions that run through the lists to find the first entry that is not ‘none’ (instead of always trying to process the first entry, irrespective of whether it was valid or not, as the vanilla script did it). Also, the script will now consider the lists as empty if they only contain ‘none’ entries.

22190March 21 2017QuestsUnofficial Fallout 4 PatchDLC01RETravelSC02 - properties cannot be boundAllFix PendingSclerocephalusLowMedium Task Description

[03/21/2017 - 04:40:36PM] error: Property Alias_MechBot04 on script DLC01:Fragments:Quests:QF_DLC01RETravelSC02_01010977 attached to DLC01RETravelSC02 (01010977) cannot be bound because <nullptr alias> (24) on quest DLC01RETravelSC02 (01010977) is not the right type
[03/21/2017 - 04:40:36PM] error: Property Alias_RoboRaider04 on script DLC01:Fragments:Quests:QF_DLC01RETravelSC02_01010977 attached to DLC01RETravelSC02 (01010977) cannot be bound because <nullptr alias> (18) on quest DLC01RETravelSC02 (01010977) is not the right type
[03/21/2017 - 04:40:36PM] error: Property Alias_MechBot01 on script DLC01:Fragments:Quests:QF_DLC01RETravelSC02_01010977 attached to DLC01RETravelSC02 (01010977) cannot be bound because <nullptr alias> (21) on quest DLC01RETravelSC02 (01010977) is not the right type
[03/21/2017 - 04:40:36PM] error: Property Alias_RoboRaider03 on script DLC01:Fragments:Quests:QF_DLC01RETravelSC02_01010977 attached to DLC01RETravelSC02 (01010977) cannot be bound because <nullptr alias> (19) on quest DLC01RETravelSC02 (01010977) is not the right type
[03/21/2017 - 04:40:36PM] error: Property Alias_MechBot02 on script DLC01:Fragments:Quests:QF_DLC01RETravelSC02_01010977 attached to DLC01RETravelSC02 (01010977) cannot be bound because <nullptr alias> (22) on quest DLC01RETravelSC02 (01010977) is not the right type
[03/21/2017 - 04:40:36PM] error: Property Alias_MechBot03 on script DLC01:Fragments:Quests:QF_DLC01RETravelSC02_01010977 attached to DLC01RETravelSC02 (01010977) cannot be bound because <nullptr alias> (23) on quest DLC01RETravelSC02 (01010977) is not the right type

22194March 22 2017QuestsUnofficial Fallout 4 PatchBodies do not disappear after gunner atack at atom cats...AllFix PendingLowVery Low Task Description

after the gunner attack on atom cats garage during the atom cats questline, the dead bodies of the gunners stay in the map forever

when trying to enter “disable” on the console, it returns the following:

disable is being called on reference " (0005690B) even though it has enable state parent " (00119B0D). This is not valid behaviour and will be ignored

EDIT: It’s actually a quest issue. DN054 enables the gunners via an enebale parent, but never disbles them in the aftermath.

22196March 22 2017PapyrusUnofficial Fallout 4 PatchDN143TargetDummyScript - attempting to set the volume o...AllFix PendingSclerocephalusLowLow Task Description

[03/21/2017 - 12:09:23AM] error: Attempting to set the volume of an invalid sound instance
stack:

<unknown self>.Sound.SetInstanceVolume() - "<native>" Line ?
[ (000FCCA5)].DN143TargetDummyScript.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN143TargetDummyScript.psc" Line 38

[03/21/2017 - 12:09:23AM] error: Attempting to set the volume of an invalid sound instance
stack:

<unknown self>.Sound.SetInstanceVolume() - "<native>" Line ?
[ (000FCCA6)].DN143TargetDummyScript.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN143TargetDummyScript.psc" Line 38

[03/21/2017 - 12:09:23AM] error: Attempting to set the volume of an invalid sound instance
stack:

<unknown self>.Sound.SetInstanceVolume() - "<native>" Line ?
[ (000FCCA7)].DN143TargetDummyScript.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN143TargetDummyScript.psc" Line 38

[03/21/2017 - 12:09:23AM] error: Attempting to set the volume of an invalid sound instance
stack:

<unknown self>.Sound.SetInstanceVolume() - "<native>" Line ?
[ (000FCCA9)].DN143TargetDummyScript.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN143TargetDummyScript.psc" Line 38

[03/21/2017 - 12:09:23AM] error: Attempting to set the volume of an invalid sound instance
stack:

<unknown self>.Sound.SetInstanceVolume() - "<native>" Line ?
[ (000FCCAA)].DN143TargetDummyScript.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN143TargetDummyScript.psc" Line 38

There is a sanity check missing. Even if the Play() function is called successfully, the sound may not be played (this usually happens when the player is too far away from the object) and in that specific case, a soundID of zero is returned (this is considered invalid).

22197March 22 2017PapyrusUnofficial Fallout 4 PatchMasterAmbushActorScript - Unable to call Is3DLoadedAllFix PendingSclerocephalusLowMedium Task Description

[03/21/2017 - 01:12:48AM] error: Unable to call Is3DLoaded - no native object bound to the script object, or object is of incorrect type
stack:

[<nullptr form> (001AD44C)].MasterAmbushActorScript.Is3DLoaded() - "<native>" Line ?
[<nullptr form> (001AD44C)].MasterAmbushActorScript.waiting.OnGetUp() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\MasterAmbushActorScript.psc" Line ?

[03/21/2017 - 01:12:48AM] warning: Assigning None to a non-object variable named “::temp7” stack:

[<nullptr form> (001AD44C)].MasterAmbushActorScript.waiting.OnGetUp() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\MasterAmbushActorScript.psc" Line ?

This is a relatively frequent error. It apparently happens when an in-game created actor unloads and gets cleaned up by the engine very quickly. If the OnGetUp event fires with some delay, it then runs on a ‘none’ actor and the check fails.

22205March 23 2017PapyrusUnofficial Fallout 4 PatchDLC01SentryBotOverheatFXScript - Attempting to stop an ...AllFix PendingSclerocephalusLowLow Task Description

[03/22/2017 - 11:42:29PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[Active effect 1 on  (FF08B343)].DLC01:DLC01SentryBotOverheatFXScript.OnDying() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\DLC01SentryBotOverheatFXScript.psc" Line 160

There is a sanity check missing for a valid soundID.

SentryBotOverheatFXScript (from the base game) has the same flaw. I will fix both of them for this ticket.

22206March 23 2017PapyrusUnofficial Fallout 4 PatchAssaultronHeadModScript - Attempting to stop an invalid...AllFix PendingSclerocephalusLowLow Task Description

[03/22/2017 - 11:46:47PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[Active effect 2 on  (FF08B01F)].AssaultronHeadModScript.readyLaser() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronHeadModScript.psc" Line 191
[Active effect 2 on  (FF08B01F)].AssaultronHeadModScript.alive.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronHeadModScript.psc" Line ?

[03/22/2017 - 11:47:03PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[Active effect 2 on  (FF08B01F)].AssaultronHeadModScript.laserCrippled() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronHeadModScript.psc" Line 218
[Active effect 2 on  (FF08B01F)].AssaultronHeadModScript.alive.OnDying() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronHeadModScript.psc" Line ?

[03/22/2017 - 11:47:03PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[Active effect 2 on  (FF08B01F)].AssaultronHeadModScript.laserCrippled() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronHeadModScript.psc" Line 218
[Active effect 2 on  (FF08B01F)].AssaultronHeadModScript.alive.OnCripple() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronHeadModScript.psc" Line ?

[03/22/2017 - 11:47:03PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[Active effect 2 on  (FF08B01F)].AssaultronHeadModScript.laserCrippled() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronHeadModScript.psc" Line 219
[Active effect 2 on  (FF08B01F)].AssaultronHeadModScript.alive.OnCripple() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronHeadModScript.psc" Line ?

[03/22/2017 - 11:47:03PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[Active effect 2 on  (FF08B01F)].AssaultronHeadModScript.laserCrippled() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronHeadModScript.psc" Line 219
[Active effect 2 on  (FF08B01F)].AssaultronHeadModScript.alive.OnDying() - "g:\_F4\Art\Raw\ScriptsMilestone\AssaultronHeadModScript.psc" Line ?

Sanity checks for valid sound IDs are all missing. This script will even try to stop sounds that were never played.

EDIT: AssaultronHeadModStealthScript (which is largely the same script as AssaultronHeadModScript) has the same problems. I will fix both of them for this ticket.

EDIT2: Sigh ... DLC01:AssaultronHeadModScriptCB and DLC01:AssaultronHeadModShield: same scripts, same problems.

EDIT3: And another one: AssaultronShockHandScript.

22207March 23 2017Placed ReferencesUnofficial Fallout 4 PatchDLC04GZEMSystemTurf (activator): DLC04GZEMSystemTurfScr...AllFix PendingSclerocephalusLowLow Task Description

[03/22/2017 - 11:02:00PM] warning: Property ForcedEMSState on script DLC04:DLC04GZEMSystemTurfScript attached to (06039105) cannot be initialized because the script no longer contains that property

There are two refs to this activator base object existing in the game, 06039105 and 06039196, and both are affected.

22208March 23 2017PapyrusUnofficial Fallout 4 PatchAssaultron mod scripts - has no 3d and so cannot have a...AllFix PendingSclerocephalusLowMedium Task Description

[03/23/2017 - 01:47:04PM] error: (001EAD96): has no 3d and so cannot have a visual effect applied to it.
stack:

[ (0023F49B)].VisualEffect.play() - "<native>" Line ?
[Active effect 2 on  (001EAD96)].AssaultronHeadModStealthScript.alive.OnEffectStart() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\AssaultronHeadModStealthScript.psc" Line 83

This happens with all assaultron mod scripts: AssaultronHeadModScript, AssaultronHeadModStealthScript, AssaultronShockHandScript, DLC01:AssaultronHeadModScriptCB and DLC01:AssaultronHeadModShield.

Apparently, the OnEffectStart event may fire before OnLoad, so there should be a 3D check (but there isn’t). Interestingly, some of the scripts once had that check, but it has been commented out:

  ; while akCaster.Is3dLoaded() == false
  ;     debug.trace("Ass head waiting for 3d")
  ;     utility.wait(0.05)
  ; endWhile

EDIT: All scripts are also missing a sanity check for akCaster in the OnEffectFinish event (note that this may not always help to avoid the error because the engine appears to clean up all magic effects quite aggressively, but it also won’t do any harm).

22209March 23 2017QuestsUnofficial Fallout 4 PatchQF_MS16_00022A07 - more properties that cannot be boundAllFix PendingSclerocephalusLowLow Task Description

[03/23/2017 - 01:26:36PM] error: Property pMS16TheGangSurveysTheSubway on script Fragments:Quests:QF_MS16_00022A07 attached to MS16 (00022A07) cannot be bound because (00122077) is not the right type
[03/23/2017 - 01:26:36PM] error: Property pMS16TheGangSurveysTheBasements on script Fragments:Quests:QF_MS16_00022A07 attached to MS16 (00022A07) cannot be bound because (0012207B) is not the right type

22211March 23 2017Placed ReferencesUnofficial Fallout 4 PatchBillboard at Wilson Atomatoys is completely backwardsAllFix PendingMadCat221LowMedium Task Description

The company billboard at the Wilson Atomatoys factory is completely backwards. The sign portion is facing the building while its rear scaffold faces outward.

Complications arise from this being part of a Precombined mesh. However, after some searching with the CK and FO4Edit, I located the precombine NIF model file it was part of, and then the component in the NIF that was the sign. NIFSkope work on the object successfully rotated it 180 degrees to face outwards.

22214March 24 2017PapyrusUnofficial Fallout 4 PatchTrapGun - more 3D errorsAllFix PendingSclerocephalusLowLow Task Description

[03/24/2017 - 05:24:59PM] error: (002211D9): has no 3d, and so cannot have its motion type changed.
stack:

[ (002211D9)].ObjectReference.SetMotionType() - "<native>" Line ?
[ (002211D7)].TrapGun.EnsureNodeMatch() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\TrapGun.psc" Line 155
[ (002211D7)].TrapGun.OnCellAttach() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\TrapGun.psc" Line 83

[03/24/2017 - 05:24:59PM] error: (FF01B68B): has no 3d, and so cannot have its motion type changed.
stack:

[ (FF01B68B)].ObjectReference.SetMotionType() - "<native>" Line ?
[ (002211DF)].TrapGun.EnsureNodeMatch() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\TrapGun.psc" Line 155
[ (002211DF)].TrapGun.OnCellAttach() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\TrapGun.psc" Line 83

This error is thrown by a function that never ran before because the vanilla script did reset the trap on every reload, so it had to always run its initialization procedure. Now that it doesn’t anymore (because I fixed that), the script calls the EnsureNodeMatch() function on reload, and this is throwing new errors now.

NOTE: I will use this ticket for all follow-up bugs on this script.

22222March 26 2017PapyrusUnofficial Fallout 4 PatchTrapTripwire - more bugsAllFix PendingSclerocephalusLowMedium Task Description

This entry is for additional bugs on the TrapTripwire script that became evident after the reset loop issue (bug #22195) was fixed and needed immediate attention to ensure that the traps keep working properly.

22223March 26 2017PapyrusUnofficial Fallout 4 PatchDN160_StudioManagerScript - Attempting to stop an inval...AllFix PendingSclerocephalusLowMedium Task Description

[03/25/2017 - 11:25:45PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[ (0019096C)].DN160_StudioManagerScript.StudioSound() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_StudioManagerScript.psc" Line 37
[ (0019096C)].DN160_StudioManagerScript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_StudioManagerScript.psc" Line 29

[03/25/2017 - 11:25:45PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[ (0019096C)].DN160_StudioManagerScript.StudioSound() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_StudioManagerScript.psc" Line 38
[ (0019096C)].DN160_StudioManagerScript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_StudioManagerScript.psc" Line 29

There are plenty of checks for valid sound instances missing.

22224March 26 2017PapyrusUnofficial Fallout 4 Patchdn160_encountermanagerscript - Cannot SetValue with Non...AllFix PendingSclerocephalusLowMedium Task Description

[03/25/2017 - 11:29:28PM] error: Cannot SetValue with None ActorValue
stack:

[ (000B7E9D)].ObjectReference.SetValue() - "<native>" Line ?
[ (0018EB27)].dn160_encountermanagerscript.SetValueChain() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 136
[ (0018EB27)].dn160_encountermanagerscript.EncounterEvent() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 103
[ (00190957)].DN160_EncounterTriggerScript.Ready.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterTriggerScript.psc" Line 14

[03/25/2017 - 11:29:28PM] error: Cannot call EvaluatePackage() on a None object, aborting function call
stack:

[ (0018EB27)].dn160_encountermanagerscript.SetValueChain() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 137
[ (0018EB27)].dn160_encountermanagerscript.EncounterEvent() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 103
[ (00190957)].DN160_EncounterTriggerScript.Ready.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterTriggerScript.psc" Line 14

[03/25/2017 - 11:29:28PM] error: Cannot SetValue with None ActorValue
stack:

[ (0008C4D6)].ObjectReference.SetValue() - "<native>" Line ?
[ (0018EB27)].dn160_encountermanagerscript.SetValueChain() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 136
[ (0018EB27)].dn160_encountermanagerscript.EncounterEvent() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 103
[ (00190957)].DN160_EncounterTriggerScript.Ready.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterTriggerScript.psc" Line 14

[03/25/2017 - 11:29:28PM] error: Cannot SetValue with None ActorValue
stack:

[ (0008C4FA)].MasterAmbushActorScript.SetValue() - "<native>" Line ?
[ (0018EB27)].dn160_encountermanagerscript.SetValueChain() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 136
[ (0018EB27)].dn160_encountermanagerscript.EncounterEvent() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 103
[ (00190957)].DN160_EncounterTriggerScript.Ready.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterTriggerScript.psc" Line 14

[03/25/2017 - 11:29:28PM] error: Cannot SetValue with None ActorValue
stack:

[ (0008C4D3)].ObjectReference.SetValue() - "<native>" Line ?
[ (0018EB27)].dn160_encountermanagerscript.SetValueChain() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 136
[ (0018EB27)].dn160_encountermanagerscript.EncounterEvent() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 103
[ (00190957)].DN160_EncounterTriggerScript.Ready.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterTriggerScript.psc" Line 14

[03/25/2017 - 11:29:28PM] error: Cannot SetValue with None ActorValue
stack:

[ (0008C4D4)].ObjectReference.SetValue() - "<native>" Line ?
[ (0018EB27)].dn160_encountermanagerscript.SetValueChain() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 136
[ (0018EB27)].dn160_encountermanagerscript.EncounterEvent() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterManagerScript.psc" Line 103
[ (00190957)].DN160_EncounterTriggerScript.Ready.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DN160_EncounterTriggerScript.psc" Line 14
22225March 26 2017Textures & MaterialsUnofficial Fallout 4 PatchPower armor frame material bugsAllFix PendingMadCat221LowMedium Task Description

The recent “Power Armor Frame Materials Fix” mod on Nexus hotfiles brought to light some bugs in the PA materials. Investigating for myself, they are indeed missing bits. The frame furniture nif (separate from the frame actor nifs, which are all in order) doesn’t even refer to any BGSMs, and is missing a wet material and an envirocube map. Both are present in the BGSM that it should be pointing to (the one that the operational in-use frame model uses). Additionally, the 1stperson material is missing a specular map.

The following bundle contains a fixed frame furniture that has both its built in material set configured to have the wet material and the missing envirocube, and points to the BGSM, just to be thorough in squashing this bug. The second file is the 1stperson hand material that has the specmap restored. These were independently corrected from base assets by me.

22228March 26 2017QuestsUnofficial Fallout 4 PatchBodies and Chem crates do not despawn after Diamond Cit...AllFix PendingLowVery Low Task Description

After ambushing the chem deal during Diamond City Blues, the bodies and the chem crates do not despawn from the world. Trish, Nelson Latimer and 3 ghoul triggerman, and the loot on their bodies respawn after some time too.

Using disable on console does work.

22234March 28 2017PapyrusUnofficial Fallout 4 PatchAPI problems on WorkshopScript (as a result of locking ...AllFix PendingSclerocephalusLowMedium Task Description

As reported here:
https://afkmods.iguanadons.net/index.php?/topic/4922-script-api-broken-for-workshopscriptpsc/

22235March 28 2017Placed ReferencesUnofficial Fallout 4 PatchSuperfluous trigger at Hubris Comics (refID = 0021C929)AllFix PendingSclerocephalusLowLow Task Description

The monkey trap at Hubris Comics has two triggers linked to it. The scripts cannot handle this as there are no means for communication between the triggers, so the trap is now bombarded with contradictory animation calls all of the time, resulting in a wall of errors on the log.

There’s also no good reason to link two triggers to a trap (as it can be tripped only once), and to make things even worse, one of the triggers is almost completely inside the volume of the other trigger (overlap > 90%), so the player usually enters both at the same time.

Moving one trigger out of the way (I did this with the smaller one) so as to make it inaccessible by the player resolves the issue and has no effect on gameplay (tested).

22239March 29 2017Placed ReferencesUnofficial Fallout 4 PatchRobCo Fun magazines respawning after picked upAllFix PendingLowLow Task Description

at least 2 editions of the robco fun magazine are respawing

1 - On the table of Valentine Detective Agency (respawn with the holotape)
2 - Museum Of Freedom, where you meet Preston Garvey (only the magazine without holotape)

Removed the respawn flags from the following refs:
- 00249C7E (RobCoFun01)
- 00249C80 (RobCoFun04)
- 00249C91 (RobCoFun05)

EDIT:
I don’t see a way for the holotape to respawn: this is handled by a script on the magauine, which checks a stage on the perk quest, and only if that stage is not done already, the perk quest adds the tape to the player’s inventory.

22245March 30 2017PapyrusUnofficial Fallout 4 PatchWorkshopParentScript - ProduceFood function operates on...AllFix PendingSclerocephalusLowMedium Task Description

This is called by the daily updates on workshop script with a number of food items passed in (this is the ‘totalFoodToProduce’ value) which the respective workshop is allowed to produce.

The script then has to check which food types exist at the workshop, how many crops exist for each food type and to calculate individual production chances based on these values.

It’s actually a very simple calculation: sum up the resources, then calculate individual production chances by dividing the resource count for each food type by the grand total.

Instead however, the vanilla script gets the production chances per division by totalFoodToProduce (it nowhere calculates a grand total of resources, btw):

		while i < WorkshopFoodTypes.Length
			ActorValue foodType = WorkshopFoodTypes[i].resourceValue
			foodTypeChance[i] = workshopRef.GetValue(foodType)/totalFoodToProduce
			wsTrace(self + " " + foodType + "=" + foodTypeChance[i] + " chance")
			i += 1
		endWhile

This results in outright wrong chance values. Moreover, the values may easily get over 1 (i.e. 100%). The rest of the function performs a number of random rolls (one for each food item to prodiuce) and compares the roll values with the borked chance values in the array to decide which food type to produce.

The result of this procedure (because it is using bogus chance values) is that the chance for actual production is proportionally higher for food types that are at lower array positions. Since the food types have been filled into the array alphabetically, this means that you’re easily drowning in corn and carrots while you rarely have a surplus on tatos. Even Abernathy farm in vanilla conditions (i.e. no new crops planted) will produce significantly more melons than tatos.

22246March 30 2017PapyrusUnofficial Fallout 4 PatchWorkshopParentScript allows dead actors to be added to ...AllFix PendingSclerocephalusLowLow Task Description

Fortunately, this is not normally happening. The only case known so far is the quest Min02, which adds all minutemen that helped to clear out the mirelurks to the workshop - without previously checking whether they survived. WorkshopParentScript, which handles the addition of new actors, doesn’t check this either, so the dead minutemen will permanently end up in settler aliases. There is no way to get rid of them because the scripts can handle dead actors only when they die while in an alias.

This is the reason why the dead minutemen at The Castle are never cleaned up.

To fix this,
(1) a check needs to be added to the AddPermanentActorToWorkshopPUBLIC function on WorkshopParentScript to bail out if the passed-in actor is dead.
(2) another check needs to be added to the OnLoad event of WorkshopNPCScript, to let dead actors kick themselves out.

(1) will fix the issue for new games, (2) is needed to make this work retroactively.

22249March 31 2017PapyrusUnofficial Fallout 4 PatchSentryBotFaceLightScript - more 3D errorsAllFix PendingSclerocephalusLowLow Task Description

[03/31/2017 - 02:25:16AM] error: (0010B9E9): has no 3d and so cannot have a visual effect applied to it.
stack:

[ (0024056F)].VisualEffect.play() - "<native>" Line ?
[Active effect 2 on  (0010B9E9)].SentryBotFaceLightScript.lightWorking.OnEffectStart() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\SentryBotFaceLightScript.psc" Line 15

Had to add two more 3D checks (one had been added for UFO4P 2.0 already).

22250March 31 2017PapyrusUnofficial Fallout 4 PatchabProtectronRaceScript - Cannot call startInPod() on a ...AllFix PendingSclerocephalusLowMedium Task Description

[03/31/2017 - 03:17:10AM] error: Cannot call startInPod() on a None object, aborting function call
stack:

[Active effect 1 on  (FF08E375)].abProtectronRaceScript.OnEffectStart() - "g:\_F4\Art\Raw\ScriptsMilestone\abProtectronRaceScript.psc" Line 31

[03/31/2017 - 03:17:10AM] warning: Assigning None to a non-object variable named “::startInPod_var” stack:

[Active effect 1 on  (FF08E375)].abProtectronRaceScript.OnEffectStart() - "g:\_F4\Art\Raw\ScriptsMilestone\abProtectronRaceScript.psc" Line 31

This script tries to read a property from another script that is apparently not existing on some protectrons. The fun thing is that the property to be read out does already exist as a property with the same name on abProtectronRaceScript. Thus, if that other script is missing, this script proceeds with the value from its own property anyway, and this always works (because we never see any protectrons standing besides their empty pods in the game; that’s what this property handles).

A look at code of the missing script showed that this once had more than 100 lines but all of them were commented out except for two property definitions (a script note says that this is now used only as a data holder). Considering that one of these properties is duplicated on abProtectronRaceScript anyway, it may well be rhat the devs stopped using that script at some point entirely.

Therefore, I simply added a sanity check. This eliminated the log spam entirely and had no unexpected in-game effects.

22251March 31 2017PapyrusUnofficial Fallout 4 PatchWorkshopParentScript - issue with transferring resource...AllFix PendingSclerocephalusLowLow Task Description

This is handled by the TransferResourcesFromLinkedWorkshops function which is called by the daily updates (on WorkshopScript) whenever the resources of a workshop (i.e. the sum of daily production and stored resources) is not sufficient to feed the settlers. The daily updates then calculate the differences and pass them as NeededFood and NeededWater to the TransferResourcesFromLinkedWorkshops function.

This function fills all linked workshops (i.e. any workshops connected to the affected workshop by a supply line) in an array, then loops through that array and checks all workshops to get the needed items.

The problem is that the vanilla script doesn’t keep track of how many items are transferred, but instead tries to transfer the needed amounts from all workshops in that array. This has two unwanted side effects:

(1) The affected workshop may end up with significantly more food and water in its workbench than needed, and it the worst case, the number of stored items may temporarily exceed the limts beyond which the scripts disallow further production. Simply speaking, the workshop may stop producing for a while although the settlers are starving.
(2) If there’s more than one starving workshop in the linked workshop array, resources are permanently swapped forth and back without any need.

In addition, the script wastes performances in that it always loops through the full array even when the job might have been done already after a few linked workshops have been checked (although the gain is admittedly probably minor).

22252March 31 2017QuestsUnofficial Fallout 4 PatchREActorAttach02 - attempting to start event scoped ques...AllFix PendingSclerocephalusLowLow Task Description

[03/31/2017 - 07:28:48PM] error: REActorAttach02 (000392F8): attempting to start event scoped quest outside of story manager.
stack:

[REActorAttach02 (000392F8)].rescript.SetCurrentStageID() - "<native>" Line ?
[REActorAttach02 (000392F8)].rescript.setStage() - "g:\_F4\Art\Raw\ScriptsMilestone\Quest.psc" Line 174
[ (000392FB)].Fragments:Packages:PF_REAttachActor02ScavengePa_000392FB.Fragment_End() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Packages\PF_REAttachActor02ScavengePa_000392FB.psc" Line 16

EDIT: REActorAttach01 has the same problem.

It’s unbelievable ...

REActorAttach01 spawns raider scavengers around dead corpses and REActorAttach02 spawns conventional scavengers around dead robots. The scavengers all have two packages: (1) a patrol package, and (2) a sandbox package that is supposed to run when the patrol package ends.

The patrol packages all have a package end fragment that calls the owning quest to set stage 100. This stage is empty and it is the second last quest stage; only the stop stage comes after it (and the stop stage can only be set by the quest script to shut the quest down). Thus, this fragment does absolutely nothing, at least not quest wise ...

So I had a closer look at the packages, and found that the sandbox packages have been conditioned to only run when the quest is at stage 100. Simply speaking, they use a script and an extra quest stage to make sure that the sandbox package runs after the patrol package. They could have done this much easier by moving the patrol package on the top of the stack. Because the actual pproblem here is that the sandbox packages are blocking the patrol packages on all quest aliases.

Solution: remove the scripts and correct the package stacks. This also eliminates the error (which occurs because the call from the package fragment occurs after the quest has alredy started to shut down).

22253March 31 2017ItemsUnofficial Fallout 4 PatchSynthCrippleMeleeScript - properties cannot be initiali...AllFix PendingSclerocephalusLowLow Task Description

[03/31/2017 - 07:08:01PM] warning: Property RightAttackCondition on script SynthCrippleMeleeScript attached to Active effect 1 on (000FB8BA) cannot be initialized because the script no longer contains that property
[03/31/2017 - 07:08:02PM] warning: Property RightAttackCondition on script SynthCrippleMeleeScript attached to Active effect 1 on (000FB899) cannot be initialized because the script no longer contains that property
[03/31/2017 - 07:08:02PM] warning: Property RightAttackCondition on script SynthCrippleMeleeScript attached to Active effect 1 on (000FB8A5) cannot be initialized because the script no longer contains that property

This script runs on a magic effect.

22270April 02 2017QuestsUnofficial Fallout 4 PatchREChokepointSC01 - Actor is dead, cannot start combatAllFix PendingSclerocephalusLowMedium Task Description

[04/03/2017 - 01:13:45AM] error: (FF08E65C): Actor is dead, cannot start combat.
stack:

[ (FF08E65C)].Actor.StartCombat() - "<native>" Line ?
[REChokepointSC01 (0003A528)].Fragments:Quests:QF_REChokepoint01_0003A528.Fragment_Stage_0050_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepoint01_0003A528.psc" Line 58

[04/03/2017 - 01:13:46AM] error: (FF08D68B): Actor is dead, cannot start combat.
stack:

[ (FF08D68B)].Actor.StartCombat() - "<native>" Line ?
[REChokepointSC01 (0003A528)].Fragments:Quests:QF_REChokepoint01_0003A528.Fragment_Stage_0050_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepoint01_0003A528.psc" Line 59

[04/03/2017 - 01:13:46AM] error: (FF08E7C0): Actor is dead, cannot start combat.
stack:

[ (FF08E7C0)].Actor.StartCombat() - "<native>" Line ?
[REChokepointSC01 (0003A528)].Fragments:Quests:QF_REChokepoint01_0003A528.Fragment_Stage_0050_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepoint01_0003A528.psc" Line 60
22272April 04 2017PapyrusUnofficial Fallout 4 PatchWorkshopObjectScript - Improvement of damage helper del...AllFix PendingSclerocephalusLowMedium Task Description

Adding a line to this function to disable the damager helper when it gets deleted is probably helpful. After all, the damage helper will not be actually deleted before the cell unloads, so it may still cause trouble while the player is around. Disabling it once it is marked for deletion avoids this.

22277April 04 2017QuestsUnofficial Fallout 4 PatchRESceneCT07 - property cannot be initializedAllFix PendingSclerocephalusLowMedium Task Description

[03/12/2017 - 11:24:53AM] warning: Property Alias_EyeBot01 on script Fragments:Quests:QF_RESceneCT07_001879FF attached to RESceneCT07 (001879FF) cannot be initialized because the script no longer contains that property

22278April 04 2017PapyrusUnofficial Fallout 4 Patchdn070_traptripwire - animation graph errorsAllFix PendingSclerocephalusLowMedium Task Description

[07/31/2016 - 07:41:18PM] error: (001122D8): the animation graph (TRAP) cannot currently process event “Disarm”.
stack:

[ (001122D8)].dn070_traptripwire.PlayAnimation() - "<native>" Line ?
[ (001122D8)].dn070_traptripwire.DisableTripwire() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TrapTripwire.psc" Line 23
[ (00144EF2)].dn070_turrethallmanagerscript.DisableLasers() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TurretHallManagerScript.psc" Line 197
[ (00144EF2)].dn070_turrethallmanagerscript.ButtonPressed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TurretHallManagerScript.psc" Line 99
[ (00144EF2)].dn070_turrethallmanagerscript.waiting.OnActivate() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TurretHallManagerScript.psc" Line 74

[07/31/2016 - 07:41:18PM] error: (001122D7): the animation graph (TRAP) cannot currently process event “Disarm”.
stack:

[ (001122D7)].dn070_traptripwire.PlayAnimation() - "<native>" Line ?
[ (001122D7)].dn070_traptripwire.DisableTripwire() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TrapTripwire.psc" Line 23
[ (00144EF2)].dn070_turrethallmanagerscript.DisableLasers() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TurretHallManagerScript.psc" Line 197
[ (00144EF2)].dn070_turrethallmanagerscript.ButtonPressed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TurretHallManagerScript.psc" Line 99
[ (00144EF2)].dn070_turrethallmanagerscript.waiting.OnActivate() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TurretHallManagerScript.psc" Line 74

[07/31/2016 - 07:41:18PM] error: (001122DA): the animation graph (TRAP) cannot currently process event “Disarm”.
stack:

[ (001122DA)].dn070_traptripwire.PlayAnimation() - "<native>" Line ?
[ (001122DA)].dn070_traptripwire.DisableTripwire() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TrapTripwire.psc" Line 23
[ (00144EF2)].dn070_turrethallmanagerscript.DisableLasers() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TurretHallManagerScript.psc" Line 197
[ (00144EF2)].dn070_turrethallmanagerscript.ButtonPressed() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TurretHallManagerScript.psc" Line 99
[ (00144EF2)].dn070_turrethallmanagerscript.waiting.OnActivate() - "g:\_F4\Art\Raw\ScriptsMilestone\DN070_TurretHallManagerScript.psc" Line 74

This happens because the script tries to play the ‘disarm’ animation on tripwires that have been disarmed already. This always fails with an error. A check for the current script state in the DisableTripwire() function will fix this.

22279April 04 2017ItemsUnofficial Fallout 4 Patchdn070_traptripwire - Cannot call GetValueInt() on a Non...AllFix PendingSclerocephalusLowLow Task Description

[07/31/2016 - 07:37:47PM] error: Cannot call GetValueInt() on a None object, aborting function call
stack:

[ (00111341)].dn070_traptripwire.DisarmTrigger() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line 191
[ (00111341)].dn070_traptripwire.active.OnActivate() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line ?

[07/31/2016 - 07:37:47PM] warning: Assigning None to a non-object variable named “::temp46” stack:

[ (00111341)].dn070_traptripwire.DisarmTrigger() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line 191
[ (00111341)].dn070_traptripwire.active.OnActivate() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line ?

[07/31/2016 - 07:37:51PM] error: Cannot call GetValueInt() on a None object, aborting function call
stack:

[ (001122D7)].dn070_traptripwire.DisarmTrigger() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line 191
[ (001122D7)].dn070_traptripwire.active.OnActivate() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line ?

[07/31/2016 - 07:37:51PM] warning: Assigning None to a non-object variable named “::temp46” stack:

[ (001122D7)].dn070_traptripwire.DisarmTrigger() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line 191
[ (001122D7)].dn070_traptripwire.active.OnActivate() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line ?

[07/31/2016 - 07:37:58PM] error: Cannot call GetValueInt() on a None object, aborting function call
stack:

[ (001122DA)].dn070_traptripwire.DisarmTrigger() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line 191
[ (001122DA)].dn070_traptripwire.active.OnActivate() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\traptripwire.psc" Line ?

The property TrapDisarmXPReward is not initialized.

22298April 06 2017ItemsUnofficial Fallout 4 PatchLab Coat is showing as Vault Tec Lab Coat on female cha...AllFix PendingLowVery Low Task Description

when equipping a lab coat (00178b68) on a female character, or when one is used by a NPC (such as Dr. Chambers at the Covenant compound) the Vault Tec Lab Coat (00068cf3) is shown

22300April 06 2017PapyrusUnofficial Fallout 4 PatchElevatorMeterScript log spamAllFix PendingSclerocephalusLowLow Task Description

[06/05/2016 - 10:54:40AM] error: (000C4478): the animation graph (ElevatorButton01) cannot currently process event “StartOn”.
stack:

[ (000C4478)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000C4478)].ElevatorMeterScript.OnCellLoad() - "<unknown file>" Line ?

[06/05/2016 - 10:54:40AM] error: (000C4477): the animation graph (ElevatorButton01) cannot currently process event “StartOn”.
stack:

[ (000C4477)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000C4477)].ElevatorMeterScript.OnCellLoad() - "<unknown file>" Line ?

[06/05/2016 - 10:56:05AM] error: (000C4478): the animation graph (ElevatorButton01) cannot currently process event “StartOn”.
stack:

[ (000C4478)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000C4478)].ElevatorMeterScript.OnCellLoad() - "<unknown file>" Line ?

[06/05/2016 - 10:56:05AM] error: (000C4477): the animation graph (ElevatorButton01) cannot currently process event “StartOn”.
stack:

[ (000C4477)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000C4477)].ElevatorMeterScript.OnCellLoad() - "<unknown file>" Line ?

[06/05/2016 - 11:00:40AM] error: (000C4478): the animation graph (ElevatorButton01) cannot currently process event “StartOn”.
stack:

[ (000C4478)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000C4478)].ElevatorMeterScript.OnCellLoad() - "<unknown file>" Line ?

[06/24/2016 - 03:31:26PM] error: (000D6FD3): model was not loaded when we tried to play an animation on it (but it was disabled).
stack:

[ (000D6FD3)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000D6FD3)].ElevatorMeterScript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\ElevatorMeterScript.psc" Line 14

[06/24/2016 - 03:34:47PM] error: (000D6FD3): model was not loaded when we tried to play an animation on it (but it was disabled).
stack:

[ (000D6FD3)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000D6FD3)].ElevatorMeterScript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\ElevatorMeterScript.psc" Line 14

[06/24/2016 - 03:42:51PM] error: (000D6FD3): model was not loaded when we tried to play an animation on it (but it was disabled).
stack:

[ (000D6FD3)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000D6FD3)].ElevatorMeterScript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\ElevatorMeterScript.psc" Line 14

[06/24/2016 - 03:55:21PM] error: (000D6FD3): model was not loaded when we tried to play an animation on it (but it was disabled).
stack:

[ (000D6FD3)].ElevatorMeterScript.PlayAnimation() - "<native>" Line ?
[ (000D6FD3)].ElevatorMeterScript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\ElevatorMeterScript.psc" Line 14

This script throws two sorts of errors:
(1) an animation garph error which is particularly annoying. It always fails to play the “StartOn” animation
(2) occasionally, it also complains that it cannot call an animation on a disabled object.

(1): The problem here is that the script should not try to play the “StartOn” animation on every reload. It only should do this on first load and after a reset. The fix is complicated by the ‘const’ flag on this script, which means that we cannot use a tracking bool (it will not compile otherwise), and removing the flag is probably not a good idea (at least not if there is a workaround). We therefore need to check for the “StartOn” animation to be played in an OnInit() event (as this will fire on first load and after a reset). Though, we cannot call the animation from that event (this will only result in another animation graph error), but there’s a workaround for this obstacle too: start a timer from the OnInit event and call the animation from the timer event. This is currently being tesetd.
(2): this only requires a sanity check.

22318April 10 2017MeshesUnofficial Fallout 4 PatchLabel decal on ammo drum for standing mounted turrets a...AllFix PendingMadCat221LowMedium Task Description

It seems that the tripod and standing mounted turrets have different heights in their magazine drums. However, this causes a misalignment with the label, which is set up for the tripod turret’s higher drum.

Attached is a corrected nif for the standing mounted turret, lowering the label portion that is on the magazine drum. It has been tested in-game to make sure the material swap done on it for the different mark models is still functional.

File should go in Meshes/Actors/Turret/CharacterAssets.

22322April 12 2017ItemsUnofficial Fallout 4 PatchGatling Lasers, Fusion Cores and related perksAllFix PendingLowVery Low Task Description

to a more complete discussion, check here https://afkmods.iguanadons.net/index.php?/topic/4935-gatling-lasers-fusion-cores-repair-bobblehead-and-nuclear-physicist/

to resume:

the game doesn’t take in consideration the repair bobblehead if you have perks invested in nuclear physicist
fusion core capacity is messed up if you have either the nf perk or repair bobblehead
aeternus legendary gatling laser is a complete sh*tshow

22337April 15 2017ActorsUnofficial Fallout 4 PatchTurret in hallway in FEV lab is not tied to nearby secu...AllFix PendingMadCat221LowMedium Task Description

In a hallway in the Institute FEV lab cell, a ceiling turret (ACHR:2231FF) is not tied to the same terminal as the other two turrets all in the same room. If the Total Hack holotape is used to override targeting parameters (turn the turrets to your side), the two turrets adjacent to the door near the terminal will open fire on the third.

Chain-linking the third to the second in the link chain (ACHR:2231FE) will tie them all all together, preventing them from firing on each other, and also will make the third turret properly attack any enemies (such as the Assaultron lurking about in the next room) with the other two.

22345April 17 2017ActorsUnofficial Fallout 4 PatchEncRaider06Melee - wrong strength valueAllFix PendingSclerocephalusLowLow Task Description

Vanilla strength value is 80(!)
Should be 8 like for all other raiders at this level.

22350April 18 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchNear the cave Shimmering mist the gaps under rocks and ...AllFix PendingzZz1LowVery Low Task Description

Near the cave Shimmering mist the gaps under rocks and earth. FormID = 000ea2da, 000414d1. Also nearby is the flying grass. FormID = 00042de2.

22351April 18 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchTrees floating above ground level (2)AllFix PendingzZz1LowVery Low Task Description

Located trees above ground level. FormID = 000c5e82, 000c4c15.

22355April 21 2017ItemsUnofficial Fallout 4 PatchLeveled list LLI_Raider_Weapons is missing a flagAllFix PendingSclerocephalusLowLow Task Description

This should have the ‘calculate from all levels ⇐ player’s level’ flag (especially since the corresponding boss weapons list already has that flag).

22356April 21 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchGap under dirt mound near Kolbjorn Barrow in SolstheimAllFix PendingMultiphorLowVery Low Task Description

There is a gap visible under a dirt mound near Kolbjorn Barrow (DLC2KolbjornBarrowExterior01) in Solstheim (DLC2SolstheimWorld). Its Form ID is 0403B419.

22363April 22 2017PapyrusUnofficial Fallout 4 PatchDN085RadioactiveGeyserTrigScript - 3D and invalid sound...AllFix PendingSclerocephalusLowLow Task Description

[04/22/2017 - 09:29:31PM] error: Object reference has no 3D
stack:

[ (000A462F)].Sound.play() - "<native>" Line ?
[ (001A322F)].DN085RadioactiveGeyserTrigScript.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\DN085RadioactiveGeyserTrigScript.psc" Line 18

[04/22/2017 - 09:29:31PM] error: Attempting to set the volume of an invalid sound instance
stack:

<unknown self>.Sound.SetInstanceVolume() - "<native>" Line ?
[ (001A322F)].DN085RadioactiveGeyserTrigScript.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\DN085RadioactiveGeyserTrigScript.psc" Line 19

[04/22/2017 - 09:29:41PM] error: Attempting to stop an invalid sound instance
stack:

<unknown self>.Sound.StopInstance() - "<native>" Line ?
[ (001A322F)].DN085RadioactiveGeyserTrigScript.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\DN085RadioactiveGeyserTrigScript.psc" Line 23
22365April 22 2017QuestsUnofficial Fallout 4 PatchQF_DN048_000CC19F - property cannot be initializedAllFix PendingSclerocephalusLowLow Task Description

[04/23/2017 - 01:21:32AM] warning: Property Alias_ExtEnableMarker on script Fragments:Quests:QF_DN048_000CC19F attached to DN048 (000CC19F) cannot be initialized because the script no longer contains that property

22366April 24 2017QuestsUnofficial Fallout 4 PatchREAssaultRJ01 - property cannot be boundAllFix PendingSclerocephalusLowMedium Task Description

[04/23/2017 - 03:35:47AM] error: Property Alias_MapMarker on script Fragments:Quests:QF_REAssaultRJ01_001ABE55 attached to REAssaultRJ01 (001ABE55) cannot be bound because <nullptr alias> (65) on quest REAssaultRJ01 (001ABE55) is not the right type

22369April 25 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchGap under rock above Hjaalmarch Stormcloak CampAllFix PendingzZz1LowVery Low Task Description

The gap under the rock above the Hjaalmarch - camp brothers storm. FormID = 0004cd35.

22370April 25 2017Placed ReferencesUnofficial Skyrim Legendary Edition PatchGap under rock next to Loreius FarmAllFix PendingzZz1LowVery Low Task Description

The gap under the rock next to the farm Lorey. FormID = 000c2b19.

22071February 25 2017ActorsUnofficial Fallout 4 PatchProtectronPodStatus + DLC04GZMainQuest + LinkKeyword ->...Windows PCConfirmedSocCriticalHigh Task Description

It seems another bunch of protectrons are triggering another set of invalid properties. Currently the game CTDs on random intervals. Dunno if this has anything to do with that.

[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032694) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032694) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032697) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032697) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029625) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029625) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029625) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (060390BB) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (060390BB) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032693) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032693) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (060390C4) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (060390C4) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029414) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029414) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029414) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029415) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029415) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029415) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029626) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029626) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029626) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603269A) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603269A) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602949C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602949C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602949C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602949D) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602949D) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602949D) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603269C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603269C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06026FFC) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06026FFC) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06026FFC) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029498) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029498) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029498) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029628) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029628) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029628) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029418) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029418) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029418) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603298F) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603298F) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948D) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948D) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948D) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property CoPilotAlias on script bospilotscenemanagerscript attached to MFT (5A003F0A) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property PassengerAlias on script bospilotscenemanagerscript attached to MFT (5A003F0A) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property Passenger2Alias on script bospilotscenemanagerscript attached to MFT (5A003F0A) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029477) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029477) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029477) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029476) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029476) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029476) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948B) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948B) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948B) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326B1) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326B1) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032719) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032719) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326F9) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326F9) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603269B) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0603269B) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032678) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06032678) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ForcedEMSState on script DLC04:DLC04GZEMSystemTurfScript attached to (06039196) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029487) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029487) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029487) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326C3) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326C3) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326C2) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (060326C2) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602946E) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602946E) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602946E) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (0602948C) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property DLC04GZMainQuest on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029627) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property LinkKeyword on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029627) cannot be initialized because the script no longer contains that property
[02/24/2017 - 11:26:24PM] warning: Property ProtectronPodStatus on script DLC04:DLC04_GZSetConsciousOnHit attached to (06029627) cannot be initialized because the script no longer contains that property

21688December 06 2016QuestsUnofficial Skyrim Special Edition PatchRepairing the Phial Quest won't acknowledge Briar Heart...AllConfirmedJayMediumVery Low Task Description

I have tried many different things like reloading and removing all mods.. the game simply does acknowledge that I have pick up the Briar Heart from the forsworn.. I have picked everything else up. Please look into this and let me know; I am playing on XB1. If you need anymore info please email.

21951January 23 2017QuestsUnofficial Skyrim Legendary Edition PatchBounty: Dragon bugged in some casesAllConfirmedRobert MorleyMediumVery Low Task Description

During the quest Bounty: Dragon (BQ04), it appears that the dragon will not be correctly spawn (respawn?) at Mount Anthor. There are a few reports of this on UESP's page.

It’s possible that this is not unique to Mount Anthor, but just having killed the target dragon previously. I believe I did that, but I’m not 100% sure. The other reports on the page don’t mention it either way.

Also, at least for Mount Anthor, it seems that it wants to path you through some bizarre location. For me and one other person, it thought that the target was inside Markarth (but still seemingly at the same map coordinates as Mount Anthor); for another person, it was inside the EEC. Trying the console command MOVETOQT BQ04 simply caused the game to crash.

It’s riddled with mods, but I’ve attached a saved game, in case it’s useful.

75December 02 2012AnimationsUnofficial Skyrim Legendary Edition PatchOrc bandit played shield-banging animation with no shie...Windows PCConfirmedArthmoorLowMedium Task Description

An orc bandit carrying only a one-handed mace in the right hand and an empty left hand ran towards me to fight me on the plain ground, then paused about 4 meters away from me and played an animation that was clearly a “drum your weapon on your shield” tough guy sort of thing, like a bull scratching its hooves on the ground before it rams you. However - he had no shield, and there was no banging sound.

It seemed he just stopped dead right ahead of me and started hitting his own elbow with a mace a few times, without a sound, before proceeding to attack me normally.

119December 02 2012AnimationsUnofficial Skyrim Legendary Edition PatchDragon kill-cam animation is displacedWindows PCConfirmedArthmoorLowMedium Task Description

The special animation for killing a dragon is bugged. The placement of your character is almost always offset to the left or right from the actual dragon so it looks like you’re floating in the air and hitting nothing, though the dragon reacts to every hit and is killed after the animation is done.

Verified, and I conveniently have screenshots that show this:

http://www.iguanadons.net/gallery/Slasher-599.html

http://www.iguanadons.net/gallery/Savage-Kill-561.html

I hadn’t even noticed it being offset, but it clearly is.

175December 02 2012TexturesUnofficial Skyrim Legendary Edition PatchEye texture/shader corruption when invisibiity is cast ...Windows PCConfirmedArthmoorLowMedium Task Description

Whenever I use an invisibility potion, go into stealth while in combat with the 100 sneak perk or when going into werewolf form, the eye texture on the character messes up/gets misaligned.

This issue occurs both with and without eye texture mods for me. I was half hoping installing a texture mod would fix it, but evidently not.

Here’s a screen of my character after said thing has happened.

cloud.steampowered.com/ugc/631857820569117501/2453BEC6371F5BC8E9B59CFE808ABA5F8E1622BD


I can definitely confirm this bug is caused by the Shadowcloak of Nocturnal power and also invisibility potions. My character is a nord with the gray eyes


I also had this problem. I found that the shadow warrior perk was what was doing it to me. So I went into console and used player.removeperk 00058214. Then I’ve just been avoiding using invisibility potions. Then I reset my eyes in the showracemenu, and it hasn’t happened again so far. So unless you just can’t live without the shadow warrior perk and invisibility potions I suggest you do this. Please reply if this doesn’t work for you. :)

338December 02 2012MeshesUnofficial Skyrim Legendary Edition PatchSummerset Shadows banner disappearsWindows PCConfirmedArthmoorLowMedium Task Description

The Summerset Shadow’s banner has a tendency to become invisible. It’s still there and can still be set on fire, but you can’t see it. I had it reappear once by closing and reopening the game while I had a save right in front of it. it later disappeared again when I set it on fire the 2nd time after that. I also in one instance had the game fail to give me the objective to burn it.

1450December 02 2012QuestsUnofficial Skyrim Legendary Edition PatchOdahviing will not advance into the trap after being fo...Windows PCConfirmedArthmoorLowMedium Task Description

During “The Fallen”, Odahviing is supposed to be called to Dragonsreach. When this happens, a brief fight with him ensues, and once you force him to land using the Dragonrend shout, everyone is supposed to retreat into the covered area where the chain trap is.

All goes according to plan, except Odahviing will land and then just sit there, no longer fighting, but no longer trying to take off and fly away either.

On my first two plays through the game, this worked as expected. My 3rd had this happen.

According to SQV MQ301, the stage sticks at 150 so his AI never kicks in to make him move toward the trap.

One must walk back up to him and start attacking until he strikes back, then quickly move backward. He’ll follow for a bit before returning to a non-functioning state. Repeat as needed until the trap fires and you can then proceed with the quest.

I’ve checked, and the USKP does not edit anything to do with this, and it’s not induced by mods. Nor is it something Dawnguard screwed up. It appears to have broken some time between patch 1.5 and 1.7, though without an older save to check it against this is hard to determine.

1451December 02 2012ActorsUnofficial Skyrim Legendary Edition PatchMorokei does not attackWindows PCConfirmedArthmoorLowMedium Task Description

Quest for the staff of Magnus: After killing the two Enthralled Wizards, Morokei is free and floating araound but does not attack the player. You can kill him easily.

Note: If you kill Morokei and resurrect him after that, he still won’t attack. But: If you kill Morokei, take the staff of magnus and trigger the next stage of the quest, he WILL attack after you resurrect him.

5049December 02 2012AnimationsUnofficial Skyrim Legendary Edition PatchPauldron armature bones are misaligned in many NPC anim...Windows PCConfirmedMadCat221LowMedium Task Description

The pauldron bones are out of alignment in several NPC animations. Most glaring is the idle. Screenshots are provided using the apparel mesh that gives the most evident sign of the problem: the female ancient nord armor. Note that the metal loop on the bottom is not connected and a gap is prominently visible in the weapons-sheathed idle. The pauldrons are also quite visibly not symmetrical (not even close) as shown in Screen 1. It seems that the walk animation also makes them over-react to shoulder movement, causing serious clipping, as shown in Screen 2. Running does not appear to be affected as evidenced by the third screen. Weapons-drawn animations have yet to be examined.

It is apparent on the male animations as well: the male Ebony armor shows that the right pauldron is clipping into the shoulder while the left is not while idle, as shown in the fourth screen.

Screens exhibiting the bug are bundled in the attached 7z archive.

I have contacted 3ukalipto, author of the recent Skyrim Nexus hotfile “New Animations for Elegant Archers” and he is open to fixing it once he has a visualization of the bug.

5627December 02 2012AnimationsUnofficial Skyrim Legendary Edition PatchCarry Bucket Package Animation is bugged.Windows PCConfirmedLowMedium Task Description

Three actors each have three packages which oblige them to; fill a bucket with water, carry it to a specific point in the location, drop the water into whatever they’re filling.

The problem is that the actor goes to the water and attempts to fill the bucket, which fails(abruptly ends the animation) then goes to the target with the bucket in one hand (tipping it to the side) and when s/he is too drop the water s/he just stands there as if the animation is missing.

I think the problem is within the script or something else in the packages. The animation itself exist and works, but it doesn’t show up in game.

Packages with this bug:

KodrirCarryBucket11x2

KodrirCarryBucket15x2

KodrirCarryBucket7x2

LeftHandMineDaighreCarryBucket11x2

LeftHandMineDaighreCarryBucket15x2

LeftHandMineDaighreCarryBucket7x2

MarkarthOmluagCarryBucket11x2

MarkarthOmluagCarryBucket15x2

MarkarthOmluagCarryBucket7x2

Easiest way to reproduce bug is by following Daighre around 7am, 11am or 15pm, since the other packages got 10% chance of even happening.

5664December 02 2012QuestsUnofficial Skyrim Legendary Edition Patch[DG] Deceiving the Herd will not acknowledge your chose...Windows PCConfirmedArthmoorLowMedium Task Description

After being sent on the quest “Deceiving the Herd” (sent to Riften) it became apparent that no matter who I killed for this quest, regardless of the time of day, and despite it being in the public plaza, the quest does not advance.

Or, it appears to be extremely erratic since it DID advance once but the guards killed me long before I could get close to plant the note or even think about trying to leave the city. I have been unable to get this to trigger again though.

Tried with and without Open Cities installed, it made no difference. There’s also a similar report on the official forums from another user who got this in Solitude and also could not advance it, and they are not using Open Cities either.

The quest is apparently dependent on a very unreliable story event trigger that is close to impossible to satisfy.

7788December 02 2012TexturesUnofficial Skyrim Legendary Edition PatchBlind eyed player's eyes are messed up after becoming v...Windows PCConfirmedAnonymous SubmitterLowMedium Task Description

USKP, UDGP, and UHFP are installed and in proper load order.

No vampire or eye altering mods are installed.

Only tested with a preset female Imperial, blind in right eye.

Eyes are both the proper glowing vampire eye from straight on, while from an angle to the blind eye’s right, the blind eye z-fights with the vampire eye.

9988December 02 2012MeshesUnofficial Skyrim Legendary Edition PatchSeethrough hole in Dragonscale ArmorWindows PCConfirmedsialiviLowMedium Task Description

Seethrough hole in Dragonscale Armor

11891February 02 2013MeshesUnofficial Skyrim Legendary Edition Patchwhtempletalos3.nif - Seethrough gapsWindows PCConfirmedsialiviLowMedium Task Description

/meshes/architecture/windhelm/whtempletalos3.nif

http://dl.dropbox.com/u/41720073/skyrim/whtempletalos3.jpg


12014February 14 2013MagicUnofficial Skyrim Legendary Edition PatchDetect Life - Understone Guards are shown as hostileWindows PCConfirmedsialiviLowMedium Task Description

Markarth City Guards stationed in Understone Keep are shown as red when using Detect Life.

Markarth City Guards stationed in Markarths Exterior are shown as blue when using Detect Life.

Moving a Understone Keep Guard outside will change him to blue, but he will turn red again when he returns to the Keep

Moving a Exterior Guard into the Keep will -not- make him red, he will remain blue.

Both the guards in the Keep and outside in the city have the same relationship rank to the player (0), and the same hostility (1).

12337March 09 2013AnimationsUnofficial Skyrim Legendary Edition PatchWerewolf can't claw through spiderwebWindows PCConfirmedNightStarLowMedium Task Description

OP: I dunno if it’s a bug, or just something overlooked by Bethesda, but... Werewolves can’t claw through spiderwebs - for instance the one blocking your path in Bleak Falls Barrow. Seems a little odd if nothing else.

This may also affect vampire lords.

13088June 25 2013AnimationsUnofficial Skyrim Legendary Edition PatchAvalanche doesn't triggerWindows PCConfirmedLowMedium Task Description

As I’ve located on the map in the screenshot, the game guide tells of a place called Avalanche pass, a place with no marker but more a place of interest. You find some dead refugees below, buried in the snow basically. I thought that was it until I kept heading west to find, as in screenshot, an idle bunch of rocks that would not budge. It seems the idea was, according to the game guide, was when walking through from the eastern side, this avalanche would come upon you roughly the same time you discovered the other dead refugees. Instead they remain idle here, wondering if they bugged out in any way.

http://afkmods.iguanadons.net/index.php?/gallery/image/974-frozen-avalanche/

http://afkmods.iguanadons.net/index.php?/gallery/image/975-location-of-avalanche/

13124July 01 2013AnimationsUnofficial Skyrim Legendary Edition PatchDraw bow or draw dual weapon during sneak obtain incorr...Windows PCConfirmedLowMedium Task Description

This issue occur when equip with bow or dual weapon.

   How to trigger this bug:
     Step1:sheath your weapon
     Step2:switch to sneak mode
     Step3:hold W button(keep move forward)
     Step4:draw your bow or dual weapon
     Step5:you will see your guy obtain normal run speed in sneak mode.(release W botton or sprint will reset moving speed to normal)
  I test it with a clear install of Skyrim Lengendry version 1.9.32.0 with only 4 unofficial skyrim patcher mod installed.
13201July 11 2013AnimationsUnofficial Skyrim Legendary Edition PatchBridge makes no soundWindows PCConfirmedLowMedium Task Description

In Raldbthar Deep Market, when entering the huge room with the Falmer at the start, climbing up the is a button you eventually reach which you need to push to activate a draw bridge of sorts across the other side of the room. However it’s not so far away that the thud of the impact it makes on the ground should be heard. I’ve heard similar sounds in other areas of the game, but when pressing the button and watching the bridge thump down, there is no audio. Might not be a bug, but certainly is strange in game.

http://afkmods.iguanadons.net/index.php?/gallery/image/1088-the-quiet-bridge/

13240July 16 2013TexturesUnofficial Skyrim Legendary Edition PatchPaarthurnax' fixed tooth has texture/UV issueWindows PCConfirmedGruftlordLowMedium Task Description

you know, the one that was missing and appeared black with the official HD texture DLC? (picture shown in this mod: http://skyrim.nexusmods.com/mods/8236//?)

well if you look closely, the texture doesn’t quite fit there actually and a seam is visible at all times.

not sure if this should be fixed on the mesh or the texture, i bet texture might be easier, but fixing it on the mesh might remove the problem for all retextures as well...

13279July 21 2013PapyrusUnofficial Skyrim Legendary Edition PatchExploit on Dynamo ActuatorWindows PCConfirmedLowMedium Task Description

In Fahlbtharz Grand Hall, there are three Dynamo Actuators that require three Dynamo Centurion cores to activate them. One is already in place, the other two are obtained from the Centurion guardians below. However if you press ‘E’ or equivalent a number of about 5 times repeatedly on the Dynamo Actuator, a Centurion Dynamo core will appear anyway, on all three, negating the need to kill the centurions at all.

http://afkmods.iguanadons.net/index.php?/gallery/image/1159-activator-cheat/


13547September 11 2013PapyrusUnofficial Skyrim Legendary Edition PatchMGRitual05DragonScript: (00060BAE): Failed to send even...Windows PCConfirmedLowMedium Task Description

Random dragon encounter (just North of Riften Stables). Not the first time I’ve seen such an error - different locations (including the dragons roosting on Word Walls) not always identical errors, often on different “body parts”.

[09/11/2013 - 09:25:13PM] error:  (FF0008E5): Failed to send event HeadBleed04 for unspecified reasons.
stack:
    [ (FF0008E5)].MGRitual05DragonScript.PlaySubGraphAnimation() - "<native>" Line ?
    [Active effect 1 on  (FF0008E5)].FXDragonBloodDamageScript.OnHit() - "FXDragonBloodDamageScript.psc" Line 343
    
A couple of similar errors from recent logs:-

[09/02/2013 - 03:29:23PM] error:  (00060BAE): Failed to send event WingRBleed04 for unspecified reasons.
stack:
    [ (00060BAE)].MGRitual05DragonScript.PlaySubGraphAnimation() - "<native>" Line ?
    [Active effect 1 on  (00060BAE)].FXDragonBloodDamageScript.OnHit() - "FXDragonBloodDamageScript.psc" Line 346
[09/02/2013 - 03:31:07PM] error:  (00060BAE): Failed to send event HeadBleed04 for unspecified reasons.
stack:
    [ (00060BAE)].MGRitual05DragonScript.PlaySubGraphAnimation() - "<native>" Line ?
    [Active effect 1 on  (00060BAE)].FXDragonBloodDamageScript.OnHit() - "FXDragonBloodDamageScript.psc" Line 343
[09/02/2013 - 03:31:39PM] error:  (00060BAE): Failed to send event BloodFade for unspecified reasons.
stack:
    [ (00060BAE)].dragonactorscript.PlaySubGraphAnimation() - "<native>" Line ?
    [MQKillDragon (00035D56)].mqkilldragonscript.deathSequence() - "MQKillDragonScript.psc" Line 65
    [ (00060BAE)].dragonactorscript.onBeginState() - "dragonActorSCRIPT.psc" Line 201
    [ (00060BAE)].dragonactorscript.GotoState() - "Form.psc" Line ?
    [ (00060BAE)].dragonactorscript.OnDeath() - "dragonActorSCRIPT.psc" Line ?

Load order:-

Update.esm
SBBasement.esm
Unofficial Skyrim Patch.esp
No Killmoves, No Killcams,No Killbites.esp

13576September 18 2013Perks & SkillsUnofficial Skyrim Legendary Edition PatchBlocking a power attack with a spell equipped cancels t...Windows PCConfirmedLowMedium Task Description

If a player blocks with their shield and I have a spell equipped, if I block a power attack I stop blocking, yet if I had a sword and was blocking with a shield it doesn’t do that. I wasn’t using any mods.

13586September 19 2013PapyrusUnofficial Skyrim Legendary Edition PatchLetters, notes an books containing aliases can be screw...Windows PCConfirmedNico coiNLowMedium Task Description

This problem affects letters, notes and books containing aliases. This includes (but is not limited to) :

- All inheritance letters

- Falk firebread letter

- Nearly all bounties notes

- Elenwen’s invitation at the Thalmor party

- Hearthfire’s deeds of property

- Hearthfire’s invitations from related jarls or housecarls

You first have to place the letters/notes/books on a bookshelf using the associated activator and exit the placement menu. Next :

- You can enter back in the bookshelf menu, read the letters/notes/books from there, and even take them back. No problem at this time...

OR

- You can avoid the bookshelf menu and try to read directly the letters/notes/books. The text is then completely screwed and blank from the first alias until the end. You can exit the read menu to cause no harm, but if you choose to take back the letters/notes/books in this way, then they are definitively screwed...

Here's a savegame for testing purpose. Several related letters/notes available in inventory, and 1 in the bookshelf just in front of you.

13608September 20 2013MeshesUnofficial Skyrim Legendary Edition Patchsprigganmatron.nif - UV errorsWindows PCConfirmedsialiviLowMedium Task Description

meshes/actors/spriggan/character assets/sprigganmatron.nif

Several stretched/blurred patches. First two are the most noticeable.

Back:

http://dl.dropboxusercontent.com/u/41720073/skyrim/sprigganmatron_1.jpg

Crotch:

http://dl.dropboxusercontent.com/u/41720073/skyrim/sprigganmatron_2.jpg

Horn:

http://dl.dropboxusercontent.com/u/41720073/skyrim/sprigganmatron_3.jpg

Foot:

http://dl.dropboxusercontent.com/u/41720073/skyrim/sprigganmatron_4.jpg

Arm:

http://dl.dropboxusercontent.com/u/41720073/skyrim/sprigganmatron_5.jpg

13622September 20 2013MeshesUnofficial Skyrim Legendary Edition PatchDwarven spider can leave skidmarksWindows PCConfirmedNightStarLowMedium Task Description

The dwarven spider may have weight vertex issue that is revealed only when it is killed and falls apart. This one flew for quite a distance.

http://afkmods.iguanadons.net/uploads/gallery/album_8/gallery_1498_8_100447.jpg

13629September 21 2013Perks & SkillsUnofficial Skyrim Legendary Edition PatchUsing Fortify Sneak can increase your chance of being d...Windows PCConfirmedNightStarLowMedium Task Description

Identical to pickpocketing enchantments and potions, there’s an issue with the sneaking. Items with Fortify Sneak don’t always make sneaking easier, quite the opposite in fact. I’ve tested this rather extensively in the past and even if it’s not as easy to see as the pickpocketing bug, which gives you numbers to compare, it’s definitely there. The Stealth perks “You are x% harder to detect when sneaking.” always work as intended.

13682September 26 2013PapyrusUnofficial Skyrim Legendary Edition Patch[Hearthfires] BYOHDivertPrefabsScript: Errors while pro...Windows PCConfirmedSclerocephalusLowMedium Task Description
[09/23/2013 - 04:08:19PM] Error: Cannot add None to a container
stack:
    [ (00102A81)].BYOHDivertPrefabsScript.RemoveItem() - "<native>" Line ?
    [ (00102A81)].BYOHDivertPrefabsScript.MoveBooks() - "BYOHDivertPrefabsScript.psc" Line 55
    [ (00102A81)].BYOHDivertPrefabsScript.OnCellAttach() - "BYOHDivertPrefabsScript.psc" Line 13
[09/23/2013 - 04:08:19PM] Error: Unable to call Disable - no native object bound to the script object, or object is of incorrect type
stack:
    [None].ObjectReference.Disable() - "<native>" Line ?
    [ (00102A81)].BYOHDivertPrefabsScript.MoveBooks() - "BYOHDivertPrefabsScript.psc" Line 56
    [ (00102A81)].BYOHDivertPrefabsScript.OnCellAttach() - "BYOHDivertPrefabsScript.psc" Line 13
[09/23/2013 - 04:08:19PM] Error: Unable to call Delete - no native object bound to the script object, or object is of incorrect type
stack:
    [None].ObjectReference.Delete() - "<native>" Line ?
    [ (00102A81)].BYOHDivertPrefabsScript.MoveBooks() - "BYOHDivertPrefabsScript.psc" Line 57
    [ (00102A81)].BYOHDivertPrefabsScript.OnCellAttach() - "BYOHDivertPrefabsScript.psc" Line 13
[09/23/2013 - 04:08:19PM] Bookshelf processed. Object state was: TRUE
13742September 29 2013AudioUnofficial Skyrim Legendary Edition PatchWolves don't growlWindows PCConfirmedLowMedium Task Description

Wolves animation when the head is shaking and they are supposedly growling have no sound. It should probably use “NPCWolfBreathe”.
You can see this for example with the 2 trapped wolves at Craigslane Cave.

13782October 02 2013PapyrusUnofficial Skyrim Legendary Edition PatchnorRotatingDoorSCRIPT :- Cannot call PlayAnimation() on...Windows PCConfirmedLowMedium Task Description
[10/01/2013 - 10:32:02PM] error: Cannot call PlayAnimation() on a None object, aborting function call
stack:
    [ (03027A3F)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
    [ (03027A3F)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] error: Cannot call PlayAnimation() on a None object, aborting function call
stack:
    [ (030182B5)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
    [ (030182B5)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] error: Cannot call PlayAnimation() on a None object, aborting function call
stack:
    [ (030182B4)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30
[10/01/2013 - 10:32:02PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
    [ (030182B4)].norRotatingDoorSCRIPT.OnLoad() - "norRotatingDoorSCRIPT.psc" Line 30

Load Order:-

Update.esm
HearthFires.esm
Dragonborn.esm
SBBasement.esm
Unofficial Skyrim Patch.esp
Unofficial Hearthfire Patch.esp
Unofficial Dragonborn Patch.esp
SBBasementHF.esp
SBBasementDB.esp
No Killmoves, No Killcams, No Killbites.esp

(Note to self. GameLogs\Papyrus.0178.log)

13821October 05 2013AnimationsUnofficial Skyrim Legendary Edition PatchSpike trapWindows PCConfirmedLowMedium Task Description

Spike trap ( TrapWoodSpikeBed01 ) hurts you not only when you fall on it but also when you approach it from any side by walking.

14003October 18 2013PapyrusUnofficial Skyrim Legendary Edition PatchdunFolgunthurBossBattle: Action ref cannot be NoneWindows PCConfirmedNightStarLowMedium Task Description

USKP#37.53 with v2 beta ( I have USKP / UDGP / UDBP installed )

[10/14/2013 - 08:11:32PM] error: Action ref cannot be None
stack:
[ (000AB846)].masterambushscript.Activate() - "<native>" Line ?
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.ActivateNextEnemy() - "dunProgressiveCombatScriptRefAlias.psc" Line 118
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.UpdateBattle() - "dunProgressiveCombatScriptRefAlias.psc" Line 89
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunProgressiveCombatScriptRefAlias.RunUpdate() - "dunProgressiveCombatScriptRefAlias.psc" Line 60
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.RunUpdate() - "dunFolgunthurBossBattle.psc" Line 45
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.UpdateLoop() - "dunFolgunthurBossBattle.psc" Line 37
[alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnActivate() - "dunFolgunthurBossBattle.psc" Line 27

Also for refID 000AB83D.

14014October 19 2013PapyrusUnofficial Skyrim Legendary Edition PatchTrapBase: (000EA269): cannot find variable named Mid.Windows PCConfirmedNightStarLowMedium Task Description

USKP#37.69 with v2 beta ( I have USKP / UDGP / UDBP installed )

[10/19/2013 - 12:18:25PM] error:  (000EA269): cannot find variable named Mid.
stack:
[ (000EA269)].TrapNorPlatform.SetAnimationVariableFloat() - "<native>" Line ?
[ (000EA269)].TrapNorPlatform.fireTrap() - "TrapNorPlatform.psc" Line 177
[ (000EA269)].TrapNorPlatform.OnActivate() - "TrapBase.psc" Line 87
14020October 20 2013PapyrusUnofficial Skyrim Legendary Edition PatchdunFolgunthurBossBattle :- Cannot call GetLinkedRef() o...Windows PCConfirmedLowMedium Task Description
[10/20/2013 - 03:10:54PM] error: Cannot call GetLinkedRef() on a None object, aborting function call
stack:
    [alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnHit() - "dunFolgunthurBossBattle.psc" Line 111
[10/20/2013 - 03:10:54PM] error: Cannot call Kill() on a None object, aborting function call
stack:
    [alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnHit() - "dunFolgunthurBossBattle.psc" Line 111
[10/20/2013 - 03:10:54PM] error: Cannot call GetLinkedRef() on a None object, aborting function call
stack:
    [alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnHit() - "dunFolgunthurBossBattle.psc" Line 112
[10/20/2013 - 03:10:54PM] error: Cannot call GetLinkedRef() on a None object, aborting function call
stack:
    [alias Mikrul on quest dunFolgunthurQST (0004CEDE)].dunFolgunthurBossBattle.OnHit() - "dunFolgunthurBossBattle.psc" Line 112

Load Order:

Update.esm
Unofficial Skyrim Patch.esp (Beta 2.0.0)
SBBasement.esm
no killmoves, no killcams, no killbites.esp
(Note to self. Game11Logs\Papyrus.0156.log)

14023October 21 2013PapyrusUnofficial Skyrim Legendary Edition PatchdunProgressiveCombatScriptRefAlias :- Cannot call count...Windows PCConfirmedLowMedium Task Description
10/21/2013 - 08:41:42AM] error: Cannot call countLinkedRefChain() on a None object, aborting function call
stack:
    [alias MikrulCombat on quest dunGauldursonQST (000E4D31)].dunReachwaterRockMikrulBossBattle.OnLoad() - "dunProgressiveCombatScriptRefAlias.psc" Line 38
[10/21/2013 - 08:41:42AM] warning: Assigning None to a non-object variable named "::temp0"
stack:
    [alias MikrulCombat on quest dunGauldursonQST (000E4D31)].dunReachwaterRockMikrulBossBattle.OnLoad() - "dunProgressiveCombatScriptRefAlias.psc" Line 38

Load Order:-

Update.esm
Unofficial Skyrim Patch.esp (Beta 2.0.0)
SBBasement.esm
no killmoves, no killcams, no killbites.esp

(Note to self. Game11Logs/Papyrus.0166.log)

14217November 24 2013PapyrusUnofficial Skyrim Legendary Edition PatchdunWEFXBatActivator: Object reference has no 3DWindows PCConfirmedBlackPeteLowMedium Task Description
[11/23/2013 - 11:41:23PM] error: Object reference has no 3D

stack:

[ (03013835)].Sound.Play() - "<native>" Line ?

[ (FF000908)].dunWEFXBatActivator.OnActivate() - "dunWEFXBatActivator.psc" Line 12
14368December 10 2013PapyrusUnofficial Skyrim Legendary Edition PatchDLC2_QF_DLC2dunKolbjornQST_0201810B:- Cannot call Activ...Windows PCConfirmedLowMedium Task Description
[12/07/2013 - 11:10:07PM] error: Cannot call Activate() on a None object, aborting function call


stack:


    [ (0501DBE7)].dunProgressiveCombatScript.ActivateAndKillAllEnemies() - "dunProgressiveCombatScript.psc" Line 136


    [DLC2dunKolbjornQST (0501810B)].DLC2_QF_DLC2dunKolbjornQST_0201810B.Fragment_9() - "DLC2_QF_DLC2dunKolbjornQST_0201810B.psc" Line 810


[12/07/2013 - 11:10:07PM] warning: Assigning None to a non-object variable named "::temp32"


stack:


    [ (0501DBE7)].dunProgressiveCombatScript.ActivateAndKillAllEnemies() - "dunProgressiveCombatScript.psc" Line 136


    [DLC2dunKolbjornQST (0501810B)].DLC2_QF_DLC2dunKolbjornQST_0201810B.Fragment_9() - "DLC2_QF_DLC2dunKolbjornQST_0201810B.psc" Line 810


[12/07/2013 - 11:10:07PM] error: Cannot call Kill() on a None object, aborting function call


stack:


    [ (0501DBE7)].dunProgressiveCombatScript.ActivateAndKillAllEnemies() - "dunProgressiveCombatScript.psc" Line 137


    [DLC2dunKolbjornQST (0501810B)].DLC2_QF_DLC2dunKolbjornQST_0201810B.Fragment_9() - "DLC2_QF_DLC2dunKolbjornQST_0201810B.psc" Line 810

Load Order:-

Update.esm
USKP (2.0.0a)
Hearthfires.esm
UHFP (2.0.0)
Dragonborn.esm
UDBP (2.0.0)
SBBasement.esm
SBBasementHF.esp
SBBasementDB.esp
no killmoves, no killcams, no killbites.esp

(Note to self. Game12Logs/Papyrus.0317.log)

14587January 17 2014ActorsUnofficial Skyrim Legendary Edition PatchVighar - LvlVampireBoss in Bloodlet ThroneWindows PCConfirmedBlackPeteLowMedium Task Description

The LvlVampireBoss (0005b830) in Bloodlet Throne should be named “Vighar” when “Dark Ancestor” (FreeformFalkreathQuest03B) is an active quest, but this did not happen in my game. He was named “Nightmaster Vampire.” I don’t know if this is something that can be addressed or not.

14595January 19 2014AnimationsUnofficial Skyrim Legendary Edition PatchSabrecat Animation Issue (remaining)Windows PCConfirmedGruftlordLowMedium Task Description

“I’m afraid the patch on Nexus is incomplete (I discussed about this with the author).

Combat warning idle, injuried idle need the same kind of fix...

“Fixed for USKP 2.0.1” means ALL sabrecat idle animations will be fixed?”

(Quote from Hexaae)

branched off from

http://bugtracker.iguanadons.net/index.php?do=details&task_id=13741

14648January 25 2014PapyrusUnofficial Skyrim Legendary Edition PatchCWSiegeCityDoorScript: CWAttackCity (0004F8BF): attempt...Windows PCConfirmedBlackPeteLowMedium Task Description
[01/24/2014 - 04:50:03PM] error: CWAttackCity (0004F8BF): attempting to start event scoped quest outside of story manager.
stack:
    [CWAttackCity (0004F8BF)].cwattackcityscript.SetCurrentStageID() - "<native>" Line ?
    [CWAttackCity (0004F8BF)].cwattackcityscript.SetStage() - "Quest.psc" Line 124
    [alias MainGateExterior on quest CWSiege (000954E1)].CWSiegeCityDoorScript.OnActivate() - "CWSiegeCityDoorScript.psc" Line 87

Note: Errors were from “The Battle for Solitude”.

14700January 31 2014AnimationsUnofficial Skyrim Legendary Edition PatchActivating a "Workstation" messes up sneakingWindows PCConfirmedLowMedium Task Description

Sneak up to any of the “workstations” and activate it. When you quit you are still sneaking, but the crosshair is a normal one (not the “eye”). Re-entering sneak mode will reset it.

Seems to affect all “workstations” - Alchemy Lab, Arcane Enchanter, Blacksmith Forge, Grindstone, Smelter, Tanning Rack and Workbench.

Possibly related http://bugtracker.iguanadons.net/index.php?do=details&task_id=12000 (Fixed)


14918February 21 2014PapyrusUnofficial Skyrim Legendary Edition PatchDLC2PillarBuilderActorScript: Cannot call DLC2SleepBuil...Windows PCConfirmedBlackPeteLowMedium Task Description
[02/21/2014 - 12:06:05AM] error: Cannot call DLC2SleepBuild() on a None object, aborting function call
stack:
    [ (070208D5)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 17
[02/21/2014 - 12:06:05AM] error: Cannot call SetBuilderFactionFriendliness() on a None object, aborting function call
stack:
    [ (070208D5)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 20
[02/21/2014 - 12:06:05AM] error: Cannot call DLC2SleepBuild() on a None object, aborting function call
stack:
    [ (070208D6)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 17
[02/21/2014 - 12:06:05AM] error: Cannot call SetBuilderFactionFriendliness() on a None object, aborting function call
stack:
    [ (070208D6)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 20
[02/21/2014 - 12:06:05AM] error: Cannot call DLC2SleepBuild() on a None object, aborting function call
stack:
    [ (070208D7)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 17
[02/21/2014 - 12:06:05AM] error: Cannot call SetBuilderFactionFriendliness() on a None object, aborting function call
stack:
    [ (070208D7)].DLC2PillarBuilderActorScript.OnPackageStart() - "DLC2PillarBuilderActorScript.psc" Line 20
14979February 28 2014PapyrusUnofficial Skyrim Legendary Edition PatchTrapBase: Cannot call IsEnabled() on a None objectWindows PCConfirmedBlackPeteLowMedium Task Description
[02/27/2014 - 11:45:46PM] error: Cannot call IsEnabled() on a None object, aborting function call
stack:
    [ (0702A80E)].MagicTrap.fireTrap() - "MagicTrap.psc" Line 69
    [ (0702A80E)].MagicTrap.OnActivate() - "TrapBase.psc" Line 87
[02/27/2014 - 11:45:46PM] warning: Assigning None to a non-object variable named "::temp2"
stack:
    [ (0702A80E)].MagicTrap.fireTrap() - "MagicTrap.psc" Line 69
    [ (0702A80E)].MagicTrap.OnActivate() - "TrapBase.psc" Line 87
15506April 26 2014TexturesUnofficial Skyrim Legendary Edition PatchUV and/or vertex issue in dynamocore - centuriondynamoc...Windows PCConfirmedGruftlordLowMedium Task Description

clutter/dwemer/centuriondynamocore01 has a different UV and number of vertices on it’s “heart” than the core when attached to the centurion spider

see screenshot for a comparison:

http://afkmods.iguanadons.net/uploads/gallery/album_24/gallery_1501_24_50931.jpg

the spider mesh is in actors/dwarvenspider/characterassets/dwarvenspidercenturion

two issues manifest for the dynamocore:

there is no normal map data present for the parts of the texture, that are only occupied by the dynamocore and the texture itself has darker and lighter red parts. the lighter red parts are thin lines on the structure and run vertically across the heart on the spidercore. for the detached dynamocore, the lines do not run straight across the heart, because of the different UV.

this is a follow up from the bug mentioned here:

http://bugtracker.iguanadons.net/index.php?do=details&task_id=14824

the color corruption, that is also caused by this UV difference has been fixed for now, by an improvement of the High res dlc texture. this texture could be removed from the UHRP, once the mesh is fixed

16102June 14 2014ActorsUnofficial Skyrim Legendary Edition PatchSome shopkeepers keep an eye on me even in regular stor...Windows PCConfirmedElgarLowMedium Task Description

I noticed a strange behavior with some shopkeepers, like Sayma from Bits and Pieces or Angeline Morrard from Angeline’s Aromatics. When I enter their shop, they walk quickly toward me and look at me, exactly like they would do if I’d go in private zones of their shop (upstairs, in a room, etc).

Apart from that “KeepAnEyeOn” behavior, they are friendly and don’t ask me to leave, and I can trade with them.

I’m 100% sure I didn’t have this issue in previous gameplays, I remember that Sayma was almost always on her chair.

Of course my character never stole anything, and my trespassing counter is at 0.

I thought that maybe it was related to the excellent Lively Followers mod by PrinceShroob that I have in my load order, which makes Lydia wandering a bit in the store... But even if I ask Lydia to wait outside the store and I enter alone, the “KeepAnEyeOn” behavior kicks in.

16721July 14 2014MeshesUnofficial Skyrim Legendary Edition Patch[Dragonborn] Serpentine Dragons - Inappropriate mesh wh...Windows PCConfirmedNico coiNLowMedium Task Description

In the Dragonborn DLC, serpentine dragons have a very special look. They look very much as, in my opinion, the fell-beasts from the Lord of the Rings movies, which are absolutely amazing.

http://img.clubic.com/03271730-photo-le-seigneur-des-anneaux-la-guerre-du-nord.jpg

http://img1.wikia.nocookie.net/__cb20120602125522/lotr/images/7/7d/Fell_beast_bfme.jpg

http://2.bp.blogspot.com/-B9-DgqF6xsc/TYTsj1HwTUI/AAAAAAAAABM/D8n7mZcvcnw/s1600/1130-nazgul.jpg

http://img-nex.theonering.net/images/scrapbook/orig/10035_orig.jpg

http://www.wetanz.com/assets/Uploads/lotrnazgulriderlrg2.jpg

http://x3.fjcdn.com/comments/Regarding+the+Eagle+theory.+The+Nazgul+Fell+beast+would+have+_2e2523eb7d75a9506b8fc19361d9abd5.jpg

http://trottine.t.r.pic.centerblog.net/wwpjelp4.jpg

However, once they’re killed, their 3d model is switched to the default dragon mesh, burning and allowing soul absorption. This is the normal behaviour intended in the game, and it works fine. So, I don’t know if it can be considered a bug, but there’s really a huge mismatch :

- alive : very specific-shaped skull, no horns, protruding inferior jaw

- dead : default dragon mesh with horns

Fixing this would require a brand new dead dragon mesh (a modified skull should be enough), and a new script to handle it once slain.

17351September 08 2014Placed ReferencesUnofficial Skyrim Legendary Edition PatchLeveled predators in the wilderness sometimes spawn in ...Windows PCConfirmedBlackPeteLowMedium Task Description

Three leveled predators that are placed quite a distance from Dawnstar occasionally will appear in the town itself and attack the townspeople. I can’t seem to figure out why that would be happening unless the placement for their references isn’t quite right. They are placed on a side of hill, but that doesn’t seem like it should matter. The three references are 0008493B, 0008493C, and 0008493D.

Screenshots:
http://postimg.org/image/rhc2hhwod/

http://postimg.org/image/njoss39v1/

http://postimg.org/image/gvs75hqct/

17646September 27 2014AudioUnofficial Skyrim Legendary Edition Patchvampire lord jump sound while floatingWindows PCConfirmedLowMedium Task Description

still plays/plays same sound as normal jump landing when your feet never touch the ground.

17838October 07 2014AnimationsUnofficial Skyrim Legendary Edition PatchBow/Arrow kill cam ledge problem.Windows PCConfirmedLowMedium Task Description

The cinematic kill camera causes a wrong starting position for the bow/arrow. If the player is shooting from the rim of a ledge, the kill camera effect will start but then immediately end with the arrow striking the ledge even though a normal shot without kill camera would not be blocked. I’m weary of this because generally kill camera’s can’t be messed with as far as i know, and i’m sure others would have noticed this problem, however i couldn’t find it in the back catalog so i thought i’d bring it to attention.

17870October 10 2014AnimationsUnofficial Skyrim Legendary Edition PatchKhajiit Tails Float On CorpsesWindows PCConfirmedLowMedium Task Description

Would it be possible to make Khajiit tails, belonging to dead corpses, not float and move like the wind is blowing them? They even do it on corpses inside buildings (most or all of the tails act like it, I think). It is unrealistic.

17890October 13 2014AnimationsUnofficial Skyrim Legendary Edition PatchUlfric's robe clips with the throneWindows PCConfirmedLowMedium Task Description

I don’t know if this can be fixed, but i only noticed it for the first time today, Ulfric’s cloak clips when sitting on the throne.

http://afkmods.iguanadons.net/index.php?/gallery/image/2850-clipping-cloak/


18378December 19 2014QuestsUnofficial Skyrim Legendary Edition PatchFirst time in Dead Man's DrinkWindows PCConfirmedLowMedium Task Description

I can’t say for sure, but I think the first time I enter Dead Man’s Drink I keep getting asked to leave by Valga Vinicia. It has happened at least twice to me in separate games.

Anytime after that she acts as she should. Nothing seems to happen if I stick around though when she asks me this.

18585January 11 2015MeshesUnofficial Skyrim Legendary Edition PatchHand Seam on Male NordsWindows PCConfirmedGarthandLowMedium Task Description

I’ll have to check what other races this affects but I’ve been able to reproduce this on a male Nord (completely vanilla setup). It’s most obvious when casting a spell, on the left hand.

http://afkmods.iguanadons.net/index.php?/gallery/image/3318-left-hand-seam-male-nord/


18590January 12 2015MeshesUnofficial Skyrim Legendary Edition PatchAncient Nord Armor Clipping issue left legWindows PCConfirmedLowMedium Task Description

Ancient Nord armor is my favourite armor in the game yet still after all this time nobody has come with a fix for the leg clipping while walking. I would extremely appreciate if you could look into that. I literally stopped played skyrim cause of that. :/

Thank you for your work on these patches, we all appreciate them :)

18660January 23 2015AudioUnofficial Skyrim Legendary Edition PatchAmbient sounds and music dead zone.Windows PCConfirmedLowMedium Task Description

Just up the path from the Dainty Sload, a docked boat beside the Solitude Lighthouse, there is a dead zone in the ambient sounds and music. The music will either abruptly stop or fade out to nothing and the ambient sound will go from the shoreline sounds to nothing, perfect silence except for movements your character makes. It will start back up at the top of the hill to the West or heading back towards Solitude Docks. This has been duplicated on multiple games and rigs regardless of mods.

Thank you.

Here is video footage from another user:

http://steamcommunity.com//sharedfiles/filedetails/?id=379829125

18664January 23 2015PapyrusUnofficial Skyrim Legendary Edition PatchFailed to setup moving reference because it has no pare...Windows PCConfirmedGarthandLowMedium Task Description

Related bug here (though the fix cleaned up all the rest of those errors thankfully). Not sure if anything can be done given that I suspect the parent cell is set but it’s a “no 3D” issue.

[01/20/2015 - 12:46:58AM] Error: Failed to setup moving reference because it has no parent cell or no 3D

stack:

[ (00104150)].ObjectReference.TranslateTo() - "<native>" Line ?

[ (000D95AA)].tg08bfloodpipecontroller.TG08MatchTranslateLinkChain() - "TG08BFloodPipeController.psc" Line 243

[ (000D95AA)].tg08bfloodpipecontroller.OnActivate() - "TG08BFloodPipeController.psc" Line 172

[01/20/2015 - 12:46:58AM] Error: Failed to setup moving reference because it has no parent cell or no 3D

stack:

[ (00104150)].ObjectReference.TranslateTo() - "<native>" Line ?

[ (000D95AA)].tg08bfloodpipecontroller.TG08MatchTranslateLinkChain() - "TG08BFloodPipeController.psc" Line 260

[ (000D95AA)].tg08bfloodpipecontroller.OnActivate() - "TG08BFloodPipeController.psc" Line 172

[01/20/2015 - 12:46:59AM] Error: Failed to setup moving reference because it has no parent cell or no 3D

stack:

[ (000D957B)].ObjectReference.TranslateTo() - "<native>" Line ?

[ (000D95AA)].tg08bfloodpipecontroller.TG08MatchWaterStream() - "TG08BFloodPipeController.psc" Line 289

[ (000D95AA)].tg08bfloodpipecontroller.OnActivate() - "TG08BFloodPipeController.psc" Line 173

[01/20/2015 - 12:46:59AM] Error: Failed to setup moving reference because it has no parent cell or no 3D

stack:

[ (000D957B)].ObjectReference.TranslateTo() - "<native>" Line ?

[ (000D95AA)].tg08bfloodpipecontroller.TG08MatchWaterStream() - "TG08BFloodPipeController.psc" Line 306

[ (000D95AA)].tg08bfloodpipecontroller.OnActivate() - "TG08BFloodPipeController.psc" Line 173

[01/20/2015 - 12:47:15AM] Error: Failed to setup moving reference because it has no parent cell or no 3D

stack:

[ (0008F20F)].ObjectReference.TranslateTo() - "<native>" Line ?

[ (000D95B1)].tg08bfloodpipecontroller.TG08MatchWaterStream() - "TG08BFloodPipeController.psc" Line 306

[ (000D95B1)].tg08bfloodpipecontroller.OnActivate() - "TG08BFloodPipeController.psc" Line 173
19140April 29 2015QuestsUnofficial Skyrim Legendary Edition PatchdunBrokenOarQST never gets shut downWindows PCConfirmedBlackPeteLowMedium Task Description

The controlling quest in Broken Oar Grotto (dunBrokenOarQST) never gets shut down properly. As a result, the Blackblood Maurader’s corpses are never properly cleared out of the cave. See the papyrus output below:

sqv dunBrokenOarQST

	   **Papyrus**
	QF_dunBrokenOarQST_0001E437:
		Script state = ""
		::Alias_CaptainHargar_var = alias CaptainHargar on quest dunBrokenOarQST (0001E437)
		::Alias_chattyNPC1_var = alias chattyNPC1 on quest dunBrokenOarQST (0001E437)
		::Alias_chattyNPC1Start_var = alias chattyNPC1Start on quest dunBrokenOarQST (0001E437)
		::Alias_chattyNPC2_var = alias chattyNPC2 on quest dunBrokenOarQST (0001E437)
		::Alias_chattyNPC2Start_var = alias chattyNPC2Start on quest dunBrokenOarQST (0001E437)
		::Alias_DuringQuestNPC1_var = alias DuringQuestNPC1 on quest dunBrokenOarQST (0001E437)
		::Alias_DuringQuestNPC2_var = alias DuringQuestNPC2 on quest dunBrokenOarQST (0001E437)
		::dunBrokenOarLootEnableMarker_var =  (000BABBC)
		::dunBrokenOarRespawnEnableMarker_var =  (000BABC5)
		::dunBrokenOarTalky01_var = None
		::dunQuestScene_var =  (000BABC2)
  1. 7 Aliases for quest ‘dunBrokenOarQST’ (0001E437)-
	REF 'chattyNPC1'-> '' (000BAB8D)
	REF 'chattyNPC2'-> '' (000BAB90)
	REF 'CaptainHargar'-> '' (0002C486)
	REF 'DuringQuestNPC1'-> '' (000BABBE)
	REF 'DuringQuestNPC2'-> '' (000BABBF)
	REF 'chattyNPC1Start'-> '' (000BABB3)
	REF 'chattyNPC2Start'-> '' (000D1EEE)
  1. – Quest state —————————–
	Enabled?		Yes
	State:			Running
	Current stage:	        100
	Priority:		30
19267May 22 2015Placed ReferencesUnofficial Skyrim Legendary Edition PatchUnknown invisible item blocking path in BlackreachWindows PCConfirmedDSoSLowMedium Task Description

I didn’t search for this, since I have no idea what is happening, and wouldn’t know what to search for. So here’s a video to show the issue :shrug:

REF ID for a Dwemer Arch on the left side

0002B0A7

https://www.youtube.com/watch?v=g4ZaSiGpu5A


19568November 25 2015LocationsUnofficial Skyrim Legendary Edition PatchNarzulbur Longhouse: accused of trespassing Windows PCConfirmedElgarLowMedium Task Description

I don’t know if it’s a bug or if it’s intended, but just after been named Blood-Kin by Chief Mauhulakh in Narzulbur I entered his longhouse with Lydia, and was considered as a trespasser by Yatul. As I didn’t exit the longhouse quickly enough all the orcs attacked me... :facepalm:

According to uesp.net (I know it’s not very reliable) in the Largashbur’s longhouse page, “entering the longhouse is trespassing unless you have been named Blood-Kin”. Would it mean that Narzulbur’s longhouse is an exception ?

19578November 25 2015Placed ReferencesUnofficial Fallout 4 PatchFort Hagen - Several objects don't respond to "inspect"...Windows PCConfirmedBrandonLowMedium Task Description

Barely a spoiler, but a brief description of the quest: Follow Dogmeat quest, searching for Kellogg

“Inspect” does nothing on either of these:

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00003.png

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00004.png

Floating body. And after clicking once for “Inspect,” prompt remains but subsequent clicks do nothing.

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00005.png

Clicking “Activate” does nothing:

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00006.png

19579November 25 2015Placed ReferencesUnofficial Fallout 4 PatchFort Hagen - Dogmeat stuck on objectsWindows PCConfirmedBrandonLowMedium Task Description

Dogmeat ran way, way ahead. When I caught up to him, he was stuck here.

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00007.png

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00008.png

19582November 25 2015MeshesUnofficial Fallout 4 PatchGap in wood pieces - 001b86b2Windows PCConfirmedBrandonLowMedium Task Description

What do you call this, so I know for the future? Hole in object? So there’s a hole in the wood beams of this deck. The ID is the close-by car.

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00009.png

http://www.falloutsearch.com/img/posted/377160_2015-11-22_00010.png

19594November 25 2015ItemsUnofficial Fallout 4 PatchGlass Objects not appearing in the UI menusWindows PCConfirmedBrandonLowMedium Task Description

Some glass items in inventory - the glass part doesn’t show. While others, the glass part does show, so glass is, I think, obviously meant to be visible. I’ll add to this list of “no”s.

Yes - Shot Glass - http://www.falloutsearch.com/img/UFO4P/377160_2015-11-23_00006.png

No - Thin Beaker - http://www.falloutsearch.com/img/UFO4P/377160_2015-11-23_00007.png

No - Nuka Cola Bottle - http://www.falloutsearch.com/img/UFO4P/377160_2015-11-23_00004.png

19595November 25 2015MeshesUnofficial Fallout 4 PatchExploded laser turrets leave glowing chunksWindows PCConfirmedBrandonLowMedium Task Description

After destroying this Laser Turret, we have a floating illumination texture. From 2 angles. And a save.

http://www.falloutsearch.com/img/UFO4P/377160_2015-11-23_00001.png

http://www.falloutsearch.com/img/UFO4P/377160_2015-11-23_00002.png

http://www.falloutsearch.com/img/UFO4P/Save192_63674071_5361726168_FortHagen01_001844_20151124043459_11_2.fos

19604November 25 2015QuestsUnofficial Skyrim Legendary Edition PatchCR05: Draugr boss not being set as "leader" target to k...Windows PCConfirmedHanaLowMedium Task Description

Another Companions quest snafu.

Sent to Halldir’s Cairn for CR05 - Trouble in Skyrim. Previous cleared this location. The draugr boss respawns but he’s not the “leader” target to kill. The quest marker arrow just points to nothing.

Here’s the conskrybe log;
sqv cr05

— Papyrus ———————————

QF_CR05_0002522F:

Script state = “”

::Alias_Boss_var = alias Boss on quest CR05 (0002522F)

::Alias_Location_var = alias Location on quest CR05 (0002522F)

::Alias_LocationHold_var = alias LocationHold on quest CR05 (0002522F)

::Alias_MapMarker_var = alias MapMarker on quest CR05 (0002522F)

::Alias_QuestGiver_var = alias questgiver on quest CR05 (0002522F)

CR05QuestScript:

Script state = “”

::Boss_var = alias Boss on quest CR05 (0002522F)

::IsAccepted_var = True

::IsActive_var = True

::IsRegistered_var = True

::MapMarker_var = alias MapMarker on quest CR05 (0002522F)

::ParentQuest_var = C00 (0004B2D9)

::Premature_var = False

::Questgiver_var = alias questgiver on quest CR05 (0002522F)

::QuestgiverComesAlong_var = False

::RewardAmount_var = 300

::Succeeded_var = False

::WasRejected_var = False

- 5 Aliases for quest ‘CR05’ (0002522F)-

REF ‘questgiver’-&gt; (0001A693) LOC ‘Location’-&gt; (00019192)

REF ‘Boss’-&gt; (000642C0) REF ‘MapMarker’-&gt; (00016260)

LOC ‘LocationHold’-&gt; ‘’ (0001676F)

— Quest state —————————–

Enabled? Yes

State: Running

Current stage: 10

Priority: 70

19619November 25 2015MeshesUnofficial Skyrim Legendary Edition PatchIssues with Male Wood Elf HairsWindows PCConfirmedHanaLowMedium Task Description

Mentioned on BGS: Issues with Male Wood Elf Hairs

Confirmed vanilla issue, will take some deep delving into a solution. May involve adjustments to malehead .tri files.

Examples directly out of the CK;

woodelfmalepreset04 - seriously poor blending

http://afkmods.iguanadons.net/uploads/monthly_10_2015/post-1482-0-37408300-1446069455.jpg

woodelfmalepreset07 - clipping on side

this is an issue with several styles

http://afkmods.iguanadons.net/uploads/monthly_10_2015/post-1482-0-36452900-1446069460.jpg

19655November 27 2015ItemsUnofficial Fallout 4 PatchBottlecaps stored in workshops cannot be inspectedWindows PCConfirmedLowMedium Task Description

When attempting to inspect a stack of bottlecaps stored in a workshop, pressing the button actually inspects the first item in the (alphabetic) list instead.

19656November 27 2015Settlements & WorkshopsUnofficial Fallout 4 PatchSettlers with specific AI packages prefer these over do...Windows PCConfirmedLowMedium Task Description

Settlers whose AI packages (apologies if this is not the correct term) have them doing specific things in a settlement will prefer these over their assigned duties. I have experienced this mostly with shopkeepers. Examples are Sturges, Marcy Long, Jun Long in Sanctuary (they prefer to hammer on the yellow house), and Wiseman, Holly, Deirdre, Jones in The Slog (they prefer tending to the crops, even if they are assigned elsewhere).

19658November 27 2015ActorsUnofficial Fallout 4 PatchLegendary enemies can mutate themselves when killedWindows PCConfirmedArthmoorLowMedium Task Description

If you encounter a Legendary enemy in the game, it’s possible that they can mutate into themselves after you kill them. This likely should not happen as it doesn’t make any sense.

19685November 29 2015ItemsUnofficial Fallout 4 PatchLight from fire doesn't turn off after fire is goneWindows PCConfirmedBrandonLowMedium Task Description

After using a whole ton of molotovs to defeat a certain character, his body was on fire.

I left the scene of the crime and when I came back, the fire had gone out, but the orange lighting effect of the fire remained.

http://www.falloutsearch.com/img/UFO4P/377160_2015-11-28_00001.png
Kellogg

(Sorry if this is wrong category, I didn’t really know what category this belonged in.)

19687November 29 2015MeshesUnofficial Fallout 4 PatchInstitute Gourd Not HarvestableWindows PCConfirmedLowMedium Task Description

The special Warwick/Institute gourd/melon plant is set up to be harvestable, but no Harvest prompt ever shows and so it cannot be harvested. Changing the Flora record to use the normal gourd model allows it to be harvested normally so it appears to come down to the model itself being bad. I don’t know anything about the meshes, but maybe there’s a separate bounding box for where the activate prompt comes up and that bounding box is somehow wrong.

19694December 03 2015MeshesUnofficial Fallout 4 PatchLooting bodies with severed limbsWindows PCConfirmedBrandonLowMedium Task Description

Trying to figure out how Fallout 4 is handling this.

Either the severed limb seems to just disappear when I loot... and badly...

http://www.falloutsearch.com/img/UFO4P/377160_2015-11-29_00020.png

http://www.falloutsearch.com/img/UFO4P/377160_2015-11-29_00021.png

...or it doesn’t, and yet my new pants DO have both legs!

http://www.falloutsearch.com/img/UFO4P/377160_2015-11-29_00011.png

19700December 03 2015MeshesUnofficial Fallout 4 PatchReflection is completely unrealistic on some wet surfac...Windows PCConfirmedBrandonLowMedium Task Description

I’m on auto-detect “Medium” settings.

These are concrete steps. Similar surfaces are in various places. These particular ones are in the park, that Swan park, close to Prost Bar.

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-02_00018.png

When they’re wet, they should NOT look like they’re some kind of metal surface that reflects everything 100%. It’s pretty unnatural - even if water pooled on them, they would not reflect like that, and nothing else immediately adjacent to them is wet like that. I do think a lot of the stuff that’s wet in this game looks good, but not this.

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-02_00007.png http://www.falloutsearch.com/img/UFO4P/377160_2015-12-02_00006.png

It’s hard to tell from the screenshot - you’ll want to check it out yourself probably - but this exterior door of Prost Bar is wet, and it’s reflecting a very strong reflection. A wood door, when it’s wet, does NOT reflect like that.

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-02_00008.png

19704December 04 2015Placed ReferencesUnofficial Fallout 4 PatchTell Me More Button Activate does nothing in Swan PondWindows PCConfirmedBrandonLowMedium Task Description

As per subject.

Activate prompt does nothing.

Both at the start when the robot is wandering around, as well as when the robot is in the unit.

Activate prompt simply does nothing.

Using 360 controller on PC. Yes, I am pressing “A” - and I tried all the other buttons too just in case ;)

http://www.falloutsearch.com/img/UFO4P/377160_2015-12-02_00019.png

19711December 05 2015MeshesUnofficial Fallout 4 PatchMissing tree in SanctuaryWindows PCConfirmedLowMedium Task Description

Tree highlighted for scrapping but missing its mesh completely.

http://abload.de/img/screenshot6d7s3u.png

RefID:
http://abload.de/img/screenshot7ffs2s.png

19727December 07 2015MeshesUnofficial Fallout 4 PatchAll puddles use same reflection, reflection is wrong, n...Windows PCConfirmedBrandonLowMedium Task Description

Playing on auto-detected Medium settings.
As per subject, puddles don’t reflect environment.
Frankly I am surprised. It may be something that nothing can be done about. Like the fact that the player has no shadow in first person mode.
www.falloutsearch.com/img/UFO4P/151207-UFO4P-Puddle-Reflections.mp4

19729December 09 2015AudioUnofficial Fallout 4 PatchCompanions comment on Mirelurk hatchlings as if they we...Windows PCConfirmedLowMedium Task Description

When encountering/fighting Mirelurk hatchlings, companions treat them as if they were Radroaches. Maybe their race is incorrectly assigned, since they do appear to use the Radroach skeleton.

19733December 11 2015ItemsUnofficial Fallout 4 PatchWater pumps useable in power armor even though an error...Windows PCConfirmedArthmoorLowMedium Task Description

The water pumps you can build in settlements give an error when activated while wearing power armor indicating you should not be able to use them. The healing effect and slurping sound still play though, which likely should not happen.

19742December 14 2015Placed ReferencesUnofficial Fallout 4 PatchLifeboat attached to the FMS Northern Star does not mov...Windows PCConfirmedArthmoorLowMedium Task Description

At the FMS North Star, there is an elevator that should work the lifeboat. If the button is presses, only the activator button and it’s pole move. The lifeboat itself remains fixed in position. Even if the player is standing on the boat, when the animation begins, the player is simply floating downward in the air, attached to nothing.

19815January 12 2016QuestsUnofficial Fallout 4 PatchDesdemona's dialogue blocks completing questsWindows PCConfirmedArthmoorLowMedium Task Description

If you have done the Institute mission by building the teleporter at a Minuteman settlement, Desdemona will block all dialogue with her by asking you to work with her instead of the Minutemen. You are then unable to turn in any pending quests that require talking to her to finish them even if other faction members originally assigned them.

19820January 12 2016MeshesUnofficial Fallout 4 PatchHeavy Leather Left Arm Mesh issue/clippingWindows PCConfirmedLowMedium Task Description

The left shoulder (backside) of the heavy leather armor has a strange and noticeable piece clipping through the rear. This is present on any and all variants of the heavy left leather arm.

19859January 31 2016MeshesUnofficial Fallout 4 PatchDresses clipping through bodiesWindows PCConfirmedDSoSLowMedium Task Description

Dresses sometimes clip though bodies.

http://afkmods.iguanadons.net/index.php?/gallery/image/3958-clothing-glitch-vault-entry/

19870February 03 2016MeshesUnofficial Fallout 4 PatchNo footstep sound effects on concrete at Diamond City s...Windows PCConfirmedDSoSLowMedium Task Description

The concrete, where the main entrance/exit is, has no footstep sounds. This happens everywhere there is exposed concrete in the stands. If you hit debris there’s sounds, then concrete so sounds.

19889February 06 2016Placed ReferencesUnofficial Fallout 4 PatchJumping into Super Duper Mart ceiling shows voidWindows PCConfirmedDSoSLowMedium Task Description

You able to jump and clip through (partially) the ceiling of Super Duper Mart small restroom.

It seems like this also effects the hallway tiles of the same set. Hallway just outside of the staff kitchen.

Nearby locker REF ID 0016c932

19890February 06 2016LocationsUnofficial Fallout 4 PatchSuper Duper Mart land mesh end showingAllConfirmedDSoSLowMedium Task Description

Super Duper Mart (Interior) Jumping in bathroom. You can see the end of the land nearby: http://afkmods.iguanadons.net/uploads/gallery/album_88/gallery_3051_88_202107.jpg

REF IDs: 0016C90C and 0016C90D (1st Aid Kit)

This effects most windows around the entire building, even through the boarded up windows on the front of the store.

Same issue in the small bathroom just past the staff kitchen

REF ID for nearby locker 0016C932.

19915February 15 2016TexturesUnofficial Skyrim Legendary Edition PatchSunhallowed Elven Arrow glowmap isn't entirely black in...Windows PCConfirmedMadCat221LowMedium Task Description

After wondering why the fletching and latter parts of the shaft were glowing on Sunhallowed arrows, I discovered that the black parts weren’t entirely black on its glowmap. It seems that the background layer they had when creating the glowmap was not fully black, as there is a “splintery” terminus of the gradient down the shaft that ends in black. Additionally, a “gradient leak” of sorts happened on one point of the edge of the arrowhead. Affected texture is Textures/DLC01/Weapons/Auriel/aurielsbow_g.dds. It is not to Auriel’s Bow, but to the arrow, and was misnamed. The HD TexPack is affected too.

19938February 22 2016Meshes / TexturesOpen Cities SkyrimSkyforge only has a partial collision meshWindows PCConfirmedsialiviLowMedium Task Description

Open Cities removed the wooden barrier on top of the wall above the Skyforge, making the back mountain part of the Skyforge accessible. But jumping down on it you find that there’s no collision mesh on a large part of it, and the fall damage is enough to kill low level characters. Either the barrier needs to be replaced, or the mesh needs fixing.

http://i.imgur.com/1xgX2Zn.png


Reported version: 2.0.0


20119April 15 2016MeshesUnofficial Fallout 4 PatchPowerGenerator01.nif - Poor collision around the base w...Windows PCConfirmedArthmoorLowMedium Task Description

SetDressing/Machinery/PowerGenerator01.nif

The collision is a bit TOO simple on this. It blocks objects placed on the ground close to the base, making them impossible to pick up.

20293May 05 2016AnimationsUnofficial Fallout 4 PatchSettlers Assigned to Guard posts do not Display Equippe...Windows PCConfirmedLowMedium Task Description

This has bugged me for a long time and it seems that no one has picked up on it yet, but with the CK coming out, I now have some validation for this irritation.

Settlers assigned to guard posts don’t display their equipped weapon while performing the guard animation. The assigned settler should have their equipped weapon (rifle or pistol) held in their right hand.

The WorkshopGuardMarker (FormID 001254E2) Displays a default Laser Musket equipped where the actor’s weapon should be when performing the animation.

Images here:

http://afkmods.iguanadons.net/index.php?/gallery/image/4131-male-example-equipped-combat-shotgun/

http://afkmods.iguanadons.net/index.php?/gallery/image/4132-male-ghoul-example-equiped-minigun/

http://afkmods.iguanadons.net/index.php?/gallery/image/4133-female-example-equipped-laser-musket/

http://afkmods.iguanadons.net/index.php?/gallery/image/4135-guard-marker-example-2/

http://afkmods.iguanadons.net/index.php?/gallery/image/4134-guard-marker-example-1/

http://afkmods.iguanadons.net/index.php?/gallery/image/4136-guard-post-example/

http://afkmods.iguanadons.net/index.php?/gallery/image/4137-guard-tower-example/

This animation would not be compatible with heavy weapons however, and may need to be properly scripted to perform the appropriate default heavy weapon idle animation instead.

20294May 05 2016Settlements & WorkshopsUnofficial Fallout 4 PatchNeverending "repair a damaged object" settlement spam.....Windows PCConfirmedLowMedium Task Description

Hey, here’s another one that’s got me stumped...

Early on in my current playthrough, I started getting the “repair a damaged object” message in build mode. I finally started fiddling with it, and I just cannot get it to go away. Pertinent information as follows:

- I’ve checked every inch of every settlement, and nothing is in disrepair.
- I’ve tried shooting a turret and repairing it in every settlement.
- On a test save, tried scrapall in every settlement. Nothing.
- I get this message in every settlement – even those not connected to a supply line.

- The message appears periodically even with the console open.
- The message sometimes uses the standard Vault Boy animation, while other times it uses the glasses/pointing Vault Boy.
- I used console commands to stop the WorkshopTutorial quest (1a5096). No dice – sqv shows that it’s already disabled anyway.
- I went into Fo4Edit and deleted the properties of the message entry (something like WorkshopTutorial_6, to no avail (though I can successfully change the text).
- I used the CK to remove the script from the WorkshopTutorial quest (1a5096). Still nothing.

Whatever’s causing this, it has to be some orphaned script timer running over and over, as the timing intervals don’t quite seem to match the times in the WorkshopTutorial script (plus, it displays even while the console’s open, so I don’t know how those timers would work). Possibly even something after the script, like in the coding of the interface? Anyway, I’ve seen some people saying they solved this by shooting a turret and repairing it, but I believe it still constitutes a bug (as those people say they can’t find anything broken in their settlements).

20398May 11 2016Perks & SkillsUnofficial Skyrim Legendary Edition Patch(Dragonborn) dlc2 Crafting Staff WorkbenchWindows PCConfirmedLowMedium Task Description

using only skyrim ,dawnguard, hearthfires,dragonborn and the usleep patch. When I use the staff enchanter the enchanting level will jump by 10-15 levels when you make a staff. I made 2 staffs when testing this and went up 23 enchantment levels, and the skill level went up by 8 giving me 7 perks to use. I also tested the arcane enchanter and that worked normal, but the staff enchanter jumps rapidly when used. The staff enchanter is located in tel mithryn. to make a staff u will need unenchanted staffs and heartstones to test this. i hope you can fix this as it also effects a staff enchanter and a soul gem crafter in a mod i made. In trying to fix the bug on my own i discovered this is being caused by dragon born using just the mods i said above i was able to confirm it is a vanilla bug. thank you.

20427May 13 2016ItemsUnofficial Fallout 4 Patch[Re-submission] Forest Grove Marsh water grid isn't fix...Windows PCConfirmedCrimsomriderLowMedium Task Description

I’m resubmitting this issue since it was tagged as fixed, but there’s a new issue now along with the old ones. This is the new screenshot. The water texture is now risen above the water level, while previously it was just disconnected. Unfortunately, all 4 issues mentioned below are still present. This video Water Physics bugged near Forest Grove Marsh shows best how this water grid block is not interacting properly with the player. I’ll also submit the issue to Bethesda incase they want to have a look at it.

The issue is basically that water is implemented in block grids and there’s is this one block of water in Forest Grove Marsh that doesn’t have :

  • physics
  • connected textures/meshes
  • rain particles
  • water is no splashing
  • no diving or splashing sounds when running/walking/swimming through it

Steam Screenshot showing how the rain does not interact with that block of water

Another Steam screenshot showing how these water grids don't connect properly

20465May 20 2016QuestsUnofficial Fallout 4 Patch[Far Harbor] Erickson's conversations are too easily te...Windows PCConfirmedArthmoorLowMedium Task Description

When the player meets Erickson for the first time, they are supposed to have some conversation topics to flesh out the encounter a bit. Unfortunately his AI causes him to walk around too much and eventually break out of dialogue with no way for the player to keep pace. This then results in several responses he has to things getting cut off.

His conversations are also highly prone to just terminating for no apparent reason, which causes the same problem. Information the player should be getting is simply lost and it appears as though some scripts associated with this may not run properly either.

20487May 23 2016MeshesUnofficial Fallout 4 PatchRazorgrain floats above the ground when placedWindows PCConfirmedArthmoorLowMedium Task Description

Razorgrain floats above ground when placed due to the mesh not being leveled properly along the ground plane.

Vigge42 has given permission to use his fix: http://www.nexusmods.com/fallout4/mods/13823/

20490May 23 2016QuestsUnofficial Fallout 4 Patch[Far Harbor] "Best Left Forgotten" stuck objectiveWindows PCConfirmedArthmoorLowMedium Task Description

When retrieving Dima’s memories, there are a series of objectives to collect the various pieces. Each level has 5 pieces. After completing the entire series of levels there was an objective still stuck in the quest pointing to the terminal to collect “Memory OH-3X0P” that did not go away until after the entire quest had been turned in. This objective should have cleared when it was completed inside the simulation.

20550May 30 2016QuestsUnofficial Fallout 4 Patch[Far Harbor] Decontamination arch in Nucleus stops work...Windows PCConfirmedArthmoorLowMedium Task Description

If you accept the quest to fix the decontamination arches in Nucleus, they work once you repair them. That is, right up until you tell Mai you fixed them. Then pushing the button causes them to stop working. I played through and fixed it so they remove radiation rather than add it so it could simply be something wrong on that side of the quest.

20588June 05 2016PapyrusUnofficial Fallout 4 PatchDrinkFromFountainScript - Stack too deep (infinite recu...Windows PCConfirmedSclerocephalusLowMedium Task Description
[06/05/2016 - 01:10:49PM] error: Stack too deep (infinite recursion likely) - aborting call and returning None
stack:
    [Tutorial (00160147)].tutorialscript.setStage() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.looping.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.looping.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    
    <truncated stack>
[06/05/2016 - 01:10:49PM] warning: Assigning None to a non-object variable named "::temp40"
stack:
    [Tutorial (00160147)].tutorialscript.setStage() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.looping.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.looping.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    
    <truncated stack>
[06/05/2016 - 01:10:49PM] error: Stack too deep (infinite recursion likely) - aborting call and returning None
stack:
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.looping.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.looping.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    
    <truncated stack>
[06/05/2016 - 01:10:49PM] error: Stack too deep (infinite recursion likely) - aborting call and returning None
stack:
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.looping.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.looping.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.drinking.OnBeginState() - "<unknown file>" Line ?
    [ (FF006A78)].drinkfromfountainscript.GotoState() - "<unknown file>" Line ?
    
    <truncated stack>
20607June 07 2016PapyrusUnofficial Fallout 4 PatchcontainerOpenIfEmpty - reference has no 3D and cannot h...Windows PCConfirmedSclerocephalusLowMedium Task Description
[05/27/2016 - 04:44:00PM] error:  (0008C771): has no 3d and cannot have an animation played on it.
stack:
    [ (0008C771)].containerOpenIfEmpty.PlayGamebryoAnimation() - "<native>" Line ?
    [ (0008C771)].containerOpenIfEmpty.OnLoad() - "<unknown file>" Line ?

[05/27/2016 - 04:48:34PM] error:  (0008C771): has no 3d and cannot have an animation played on it.
stack:
    [ (0008C771)].containerOpenIfEmpty.PlayGamebryoAnimation() - "<native>" Line ?
    [ (0008C771)].containerOpenIfEmpty.OnLoad() - "<unknown file>" Line ?

There are casts missing on the script. On a script, ‘self’ is the script instance, not the object on which it runs.

“self.playGamebryoanimation” needs to be replaced by “(self As objectreference).playGamebryoanimation” (3 x).

20771June 24 2016QuestsUnofficial Fallout 4 PatchFred O'Connell is dead but appears as random encounterWindows PCConfirmedh0seLowMedium Task Description

It’s possible to meet a travelling merchant, name is Fred O’Connell, who marks Vault’s 81 location at your map.

According to VDSG, this is a so-called “Traveling Vault Merchant” random encounter:

https://community.bethesda.net/servlet/JiveServlet/downloadImage/2-166474-211045/Fred+OConnell+-+VDSG.png

The problem is: this NPC is ALREADY dead, he’s a part of “Human Error” quest, he’s a leader of “missing” Stockton’s caravan. Moreover, he is listed as caravan leader in the Caravan details note received from Honest Dan as part of the “Human Error” quest in Covenant.

At caravan’s spot:

https://postimg.org/image/udzelt05t/

Random encounter:

https://postimg.org/image/wwl3mhlw1/

I’ve managed to get a video of this AWESOME bug.

See and enjoy!

Video (no cut): https://community.bethesda.net/external-link.jspa?url=https%3A%2F%2Fdrive.google.com%2Ffile%2Fd%2F0B1YeE6brfXGpZnBDWDQwVHlNUTg%2Fview%3Fusp%3Dsharing

Also, a savefile: https://community.bethesda.net/external-link.jspa?url=https%3A%2F%2Fdrive.google.com%2Ffile%2Fd%2F0B1YeE6brfXGpaW9IbTRuTGhmdEU%2Fview%3Fusp%3Dsharing

Game version: 1.5.416 vanilla.


This bug is also posted there: https://community.bethesda.net/message/166474

Actually, I don’t think this is something, that may be fixed by the community. However, let it be in here also. Maybe there’s some evidence or something inside the scripts, that might shed the light on the correct behaviour.

20908July 16 2016PapyrusUnofficial Fallout 4 PatchDN015PuzzleScript - Cannot add text replacement pair fo...Windows PCConfirmedSclerocephalusLowMedium Task Description
[07/12/2016 - 09:48:20PM] error: Cannot add text replacement pair for missing data
stack:
    [ (0016D86A)].ObjectReference.AddTextReplacementData() - "<native>" Line ?
    [DN015Puzzle (0016D8C7)].dn015puzzlescript.ClearFakeNames() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 125
    [DN015Puzzle (0016D8C7)].dn015puzzlescript.RunScan() - "g:\_F4\Art\Raw\ScriptsMilestone\DN015PuzzleScript.psc" Line 88
    [ (0016D8C5)].Fragments:Terminals:TERM_DN015_PuzzleTerminal_0016D8C5.Fragment_Terminal_05() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Terminals\TERM_DN015_PuzzleTerminal_0016D8C5.psc" Line 18
20971July 27 2016PapyrusUnofficial Fallout 4 PatchMS07bPlayerSitScript - Cannot call GetRef() on a None o...Windows PCConfirmedSclerocephalusLowMedium Task Description
[07/27/2016 - 02:52:08AM] error: Cannot call GetRef() on a None object, aborting function call
stack:
    [alias Player on quest MS07b (000229FD)].MS07bPlayerSitScript.OnSit() - "g:\_F4\Art\Raw\ScriptsMilestone\MS07bPlayerSitScript.psc" Line 9
21041August 03 2016Placed ReferencesUnofficial Fallout 4 PatchInvisible tree at scantuaryWindows PCConfirmedLowMedium Task Description

ID - 0002353c

It’s invisible at some angles, here’s some screens

http://i.imgur.com/lkOJVSx.jpg

Here’s the casted shadow

http://i.imgur.com/hi9qnm9.jpg

It can be selected in workshop mode

http://i.imgur.com/xBP8uGD.jpg

When looking up, it can be seen normally


21052August 05 2016MeshesUnofficial Skyrim Legendary Edition PatchMythic Dawn banners are separate meshes from the Generi...Windows PCConfirmedMadCat221LowMedium Task Description

Filing a report from the SkyNex thread. The Mythic Dawn banners appear to be one-sided meshes with the two-sided flag enabled in its material shader flags, thus having the same problem as the GenericBannerRed set had: the “back” side doesn’t react to lighting properly. In Silus’s house, the Mythic Dawn banners have their “back” sides facing out into the room. I’d just replace them outright with the GenericBannerRed meshes... except they aren’t identical meshes with different texture pathing.

Either they simply get flipped, or Hana will have to make the fix since we discovered last time that the Max NIF scripts zero out the pivot origin coordinates and that can mess with roombound partitioning. I attempted to use the Flip Faces and Flip Normals options, but they appear to be nonfunctional. They look correct in NIFSkope, but do not work in-game or in the CK.

21204September 14 2016QuestsUnofficial Fallout 4 PatchNaked Settlers when Slave Collar Removed - Nuka WorldWindows PCConfirmedLowMedium Task Description

At the end of the Nuka World quest Open Season, settlers remove their slave collars after a few in-game days. However they also lose all of their clothes. This has been reported by many players, including those on consoles who do not use mods. I recorded the issue here:

https://youtu.be/mWLlUSIP6MM

21280October 08 2016ScriptsAlternate Start - Live Another LifeShip to SolstheimWindows PCConfirmedbombastusLowMedium Task Description

If you choose the option “I arrived on board a ship” and Raven Rock, you’ll get a cutscene. If you then pan the mouse from side to side, you’ll get graphical oddities, that isn’t possible if you buy a ticket in Windhelm.

Debatable if this is a bug or over-caffeinated player I guess, but the two journeys are different.


Reported version: 3.1.3


21364November 01 2016MeshesUnofficial Skyrim Special Edition PatchCreep cluster harvestingAllConfirmedHanna AnderssonLowVery Low Task Description

I’m having a hard time harvesting creep clusters that I grow in Lakeview manor (I assume it’s the same in all Hearthfire homes)-.

21709December 13 2016Placed ReferencesUnofficial Skyrim Special Edition PatchFallowstone Cave corpse is marked as chestAllConfirmedMultiphorLowVery Low Task Description

The corpse of the Orc male (000457FD) in Fallowstone Cave has the BossContainer Location Reference Type selected on it, which causes radiant quests to place items in it, when it is normally a chest that is used. The Orc’s corpse should not have the BossContainer Location Reference Type selected on it. It should probably have the Container Location Reference Type selected on it instead, like the other Orc’s corpse (00039CFA) on the floor below does. There are two chests (0002064F and 000774C8) in Fallowstone Cave that should have one of their Location Reference Types set to BossContainer, instead of the Orc’s corpse. This is because the Orc’s corpse could fall through the floor, making it impossible to loot it and as a result, break radiant quests that send you to Fallowstone Cave to retrieve items from it.

21812January 01 2017LocationsUnofficial Skyrim Legendary Edition PatchBelethor's Goods often remains closedAllConfirmedRobert MorleyLowVery Low Task Description

Even during business hours, Belethor’s Goods in Whiterun often remains locked. Sometimes, if you pick your way in, he’ll be standing at the correct spot but complains that you’re trespassing. Other times, he’s nowhere in sight, but if you move around the house or leave and re-enter, he’ll suddenly appear out of nowhere and the shop is unlocked as normal.

21829January 04 2017QuestsUnofficial Skyrim Legendary Edition PatchOriella sings the wrong songWindows PCConfirmedAbdouLowVery Low Task Description

In Heljarchen Hall I ask Oriella to sing The Age of Aggression but instead she sings The Age of Oppression even though there is no option for that song I’m sided with the Imperials but The Pale is still a Stormcloak territory.

21906January 19 2017Placed ReferencesUnofficial Fallout 4 PatchDefaultRefOnTriggerEnter - cannot call GetStageDone on ...AllConfirmedSclerocephalusLowMedium Task Description

[01/16/2017 - 02:09:21AM] error: Cannot call GetStageDone() on a None object, aborting function call
stack:

<unknown self>.defaultscriptfunctions.TryToSetStage() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultScriptFunctions.psc" Line 12
[ (001E63BD)].defaultrefontriggerenter.TryToSetStage() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRef.psc" Line 30
[ (001E63BD)].defaultrefontriggerenter.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRefOnTriggerEnter.psc" Line 28

[01/16/2017 - 02:09:21AM] warning: Assigning None to a non-object variable named “::temp0” stack:

<unknown self>.defaultscriptfunctions.TryToSetStage() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultScriptFunctions.psc" Line 12
[ (001E63BD)].defaultrefontriggerenter.TryToSetStage() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRef.psc" Line 30
[ (001E63BD)].defaultrefontriggerenter.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRefOnTriggerEnter.psc" Line 28

[01/16/2017 - 02:09:21AM] error: Cannot call GetStageDone() on a None object, aborting function call
stack:

[ (001E63BD)].defaultrefontriggerenter.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRefOnTriggerEnter.psc" Line 29

[01/16/2017 - 02:09:21AM] warning: Assigning None to a non-object variable named “::temp2” stack:

[ (001E63BD)].defaultrefontriggerenter.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultRefOnTriggerEnter.psc" Line 29

Yes, this is now a placed references issue, because ...
... DefaultRefOnTriggerEnter extends DefaultRef, and when it tries to access the properties of DefaultRef (i.e. the parent script), papyrus complains that they are all none.

Does this sound familiar ?

So you now have to go through all affected references and set the properties locally.

It turned out that they must have been aware of that issue, and did set correct properties locally on most of these triggers.

This one is just a rare exception, as it has no properties set at all. The layer it’s in suggests that it should set a stage on DN084 (the mass fusion quest), but there is no way to tell which one.

21908January 19 2017Placed ReferencesUnofficial Fallout 4 PatchDefaultEnableDisableTrigScript - Cannot call IsEnabled(...AllConfirmedSclerocephalusLowMedium Task Description

[01/16/2017 - 02:05:35AM] error: Cannot call IsEnabled() on a None object, aborting function call
stack:

[ (0012B940)].DefaultEnableDisableTrigScript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultEnableDisableTrigScript.psc" Line 40

[01/16/2017 - 02:05:35AM] warning: Assigning None to a non-object variable named “::temp1” stack:

[ (0012B940)].DefaultEnableDisableTrigScript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultEnableDisableTrigScript.psc" Line 40

[01/16/2017 - 02:05:35AM] error: Cannot call IsEnabled() on a None object, aborting function call
stack:

[ (0012B940)].DefaultEnableDisableTrigScript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultEnableDisableTrigScript.psc" Line 43

[01/16/2017 - 02:05:35AM] warning: Assigning None to a non-object variable named “::temp13” stack:

[ (0012B940)].DefaultEnableDisableTrigScript.OnTriggerEnter() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultEnableDisableTrigScript.psc" Line 43

This trigger is missing a linked reference (the sole purpose of having this script attached is to enable or disable a linked reference; the script doesn’t do anything else).

22039February 17 2017MagicUnofficial Skyrim Legendary Edition PatchCure Poison doesn't work on Afflicted poison sprayAllConfirmedOpt OutLowVery Low Task Description

Potions of Cure Poison do not work on the Poison Spray effect that Afflicted can inflict on the player. The player continues to take full damage for the full duration even after consuming a Cure Poison potion.

22088March 02 2017NPCsCutting Room FloorFroa and Herebane Sorenshield lack facegenAllConfirmedArthmoorLowMedium Task Description

Somehow these 2 got missed in both the LE and SSE versions. So they’ve never had it and need to have it generated.

dunRRHerebaneSorenshield
CRFKynesgroveFroa

22111March 09 2017AudioUnofficial Fallout 4 PatchKSSM for NPCs using the 44 revolver sound pathetic due ...AllConfirmedMadCat221LowMedium Task Description

I gave Nick a .44 revolver to shoot. However, I discovered that despite being a handcannon, it had a rather paltry-sounding report. Delving in, I discovered that the KSSM that governs the NPC sound effect while firing (WpnPistolFortyFourNPC, KSSM:000ED70C) is tied to the generic WpnPistolBFire (SNDR:0020A0BE), despite there being a functional WPNPistolFortyFourFire (SNDR:000EB35C). Reassigning the primary descriptor makes the .44 sound suitably powerful as intended when fired by an NPC.

22121March 11 2017QuestsUnofficial Fallout 4 PatchCOMCaitQuest "Benign Intervention" can't start if Cait ...AllConfirmedMadCat221LowMedium Task Description

Should Cait be reserved as an alias in another quest, her companion quest revolving around her cure cannot start because her alias there does not have an allowance for reserved aliases elsewhere. Being a companion, a huge number of official content quests are reported as aliasing her and any one of them could be the culprit. For expediency, Cait’s alias in COMCaitQuest should just be set to allow reserved.

22138March 13 2017QuestsUnofficial Skyrim Legendary Edition PatchTalen-Jei's conflicting dialogueAllConfirmedDwarfmpLowVery Low Task Description

This may not exactly be a bug, but I do find it... an odd situation, and I would want to shed some light on it in case you agree it could be changed.

Talen-Jei has a miscellaneous quest to gather for him some gems for his wedding band, after which he becomes your friend and may greet you as such, usually the first time you talk to him as you enter the cell.

However, he’s also involved in the Thieves’ Guild extortion quest, and will after this greet you with: “You have some nerve coming back here after what you did to Keerava.”, which he usually says the second time you greet him as you enter the cell, should this occur. More importantly, he will say goodbye with: “Just get out of here.” Which mostly results in him greeting you as a friend and then saying goodbye as if he doesn’t like you.

My suggestion would be to add a condition to those post-TG greetings to check if your relationship status is below 1. Would assume helping him with his wedding band would weigh more into his disposition towards you than extorting his fiancée (I find his dialogue regarding it to support this). Either way, having it both ways seems a bit strange to me.

22153March 17 2017QuestsUnofficial Fallout 4 PatchDLC03WorkshopRadiantOwned03 - unknown quest objectiveAllConfirmedSclerocephalusLowMedium Task Description

[03/17/2017 - 03:50:19PM] error: DLC03WorkshopRadiantOwned03 (03039953): unknown quest objective 20.
stack:

[DLC03WorkshopRadiantOwned03 (03039953)].DLC03:Fragments:Quests:QF_DLC03WorkshopRadiantOwned_01039953.SetObjectiveCompleted() - "<native>" Line ?
[DLC03WorkshopRadiantOwned03 (03039953)].DLC03:Fragments:Quests:QF_DLC03WorkshopRadiantOwned_01039953.Fragment_Stage_0150_Item_00() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\Fragments\Quests\QF_DLC03WorkshopRadiantOwned_01039953.psc" Line 138
22187March 21 2017PapyrusUnofficial Skyrim Legendary Edition PatchButterflies impossible to shoot with a bowAllConfirmedzZz1LowVery Low Task Description

Butterflies are impossible to shoot from a bow. In the original game it was possible to do. Why was this changed?

22216March 25 2017PapyrusUnofficial Fallout 4 PatchTrapBarnacle - Cannot delete a None objectAllConfirmedSclerocephalusLowMedium Task Description

[03/20/2017 - 01:39:13PM] error: Cannot delete a None object
stack:

[None].ObjectReference.Delete() - "<native>" Line ?
[ (0304ACBF)].TrapBarnacle.inactive.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBarnacle.psc" Line ?

[03/20/2017 - 01:39:50PM] error: Cannot delete a None object
stack:

[None].ObjectReference.Delete() - "<native>" Line ?
[ (0304ACC0)].TrapBarnacle.inactive.OnTimer() - "g:\_F4\Art\Raw\ScriptsMilestone\TrapBarnacle.psc" Line ?

Basically the same issue as with TrapThistle. MyHazard is a gas cloud that is placed in-game and gets probably deleted by the engine as soon as it fades off.

22227March 26 2017QuestsUnofficial Fallout 4 PatchRaiders and Gunners bodies do not despawn at Parsons As...AllConfirmedLowVery Low Task Description

When you reach Parsons Insane Asylum with Jack Cabot for the quest The Secret Of The Cabot House, you find the bodies of several gunners and raiders, Jack comments about the fight that took place.

After several in-game days, I returned to the location and the bodies were still there.

Trying to enter disable on the console returns the follwing:

Disable is being called on reference " (001F1DD5) even though it has enable state parent " (001F1DD4). This is not valid behaviour and will be ignored.

EDIT: This (MS06) is another quest that doesn’t stop running because there are follow-up quests relying on the aliases. Matters are complicated by DN031 which also has the guards in its aliases and doesn’t appear stop running either (although it probably should when MS06 is completed).

22274April 04 2017PapyrusUnofficial Fallout 4 Patchdn131_swanaliasscript - Failed to setup moving referenc...AllConfirmedSclerocephalusLowMedium Task Description

[06/12/2016 - 04:56:53PM] error: Failed to setup moving reference because it has no parent cell or no 3D
stack:

[ (00056B7B)].MasterAmbushActorScript.SplineTranslateTo() - "<native>" Line ?
[ (00056B7B)].MasterAmbushActorScript.SplineTranslateToRef() - "<unknown file>" Line ?
[alias Swan on quest DN131 (00046BB5)].dn131_swanaliasscript.TranslateSwan() - "<unknown file>" Line ?
[alias Swan on quest DN131 (00046BB5)].dn131_swanaliasscript.OnTimer() - "<unknown file>" Line ?

[06/12/2016 - 04:57:06PM] error: Failed to setup moving reference because it has no parent cell or no 3D
stack:

[ (00056B7B)].MasterAmbushActorScript.SplineTranslateTo() - "<native>" Line ?
[ (00056B7B)].MasterAmbushActorScript.SplineTranslateToRef() - "<unknown file>" Line ?
[alias Swan on quest DN131 (00046BB5)].dn131_swanaliasscript.TranslateSwan() - "<unknown file>" Line ?
[alias Swan on quest DN131 (00046BB5)].dn131_swanaliasscript.OnTimer() - "<unknown file>" Line ?
22275April 04 2017PapyrusUnofficial Fallout 4 PatchCryoCorpseScript - reference has no 3D ...AllConfirmedSclerocephalusLowLow Task Description

[07/17/2016 - 02:18:46AM] error: (0006FA2F): does not have 3d and cannot have an effect shader played on it.
stack:

[ (0003EC51)].EffectShader.play() - "<native>" Line ?
[ (0006FA2F)].CryoCorpseScript.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\CryoCorpseScript.psc" Line 8

[07/17/2016 - 02:18:46AM] error: (0006FA30): does not have 3d and cannot have an effect shader played on it.
stack:

[ (0003EC51)].EffectShader.play() - "<native>" Line ?
[ (0006FA30)].CryoCorpseScript.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\CryoCorpseScript.psc" Line 8
22276April 04 2017Placed ReferencesUnofficial Fallout 4 PatchDLC04: WW_StartCritterHunt - property cannot be boundAllConfirmedSclerocephalusLowMedium Task Description

[03/20/2017 - 12:38:01PM] error: Property DLC04_WW02 on script DLC04:WW_StartCritterHunt attached to (06040B26) cannot be bound because <nullptr form> (06038358) is not the right type

This is the script:

Scriptname DLC04:WW_StartCritterHunt extends ObjectReference Const
 
Quest Property DLC04_WW02 Auto Const Mandatory
 
Int Property stage = 50 Auto Const
 
Event OnTriggerEnter(ObjectReference akActionRef)
    if akActionRef == Game.GetPlayer()
 
    	DLC04_WW02.SetStage(50)
 
    endif
EndEvent

Except for setting a stage on quest DLC04_WW02, it does nothing. The quest property is not filled however, and the quest DLC04_WW02 does not exist.

22284April 05 2017PapyrusUnofficial Fallout 4 PatchDLC01: WorkshopResourceScannerScript - 3D errorsAllConfirmedSclerocephalusLowLow Task Description

[04/05/2017 - 02:16:45PM] error: (FF064C53): model was not loaded when we tried to play an animation on it (most likely you’re calling for animations in OnInit.).
stack:

[ (FF064C53)].DLC01:WorkshopResourceScannerScript.PlayAnimation() - "<native>" Line ?
[ (FF064C53)].DLC01:WorkshopResourceScannerScript.OpenPod() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\WorkshopResourceScannerScript.psc" Line 27
[ (FF064C53)].DLC01:WorkshopResourceScannerScript.ReadyToScan() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\WorkshopResourceScannerScript.psc" Line 11
[DLC01WorkshopResourceTargetBallisticFiber01 (010027D5)].DLC01:Fragments:Quests:QF_DLC01WorkshopResourceTarg_010027D5.Fragment_Stage_0200_Item_00() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\Fragments\Quests\QF_DLC01WorkshopResourceTarg_010027D5.psc" Line 94

[04/05/2017 - 02:16:46PM] error: (FF064C53): model was not loaded when we tried to play an animation on it (most likely you’re calling for animations in OnInit.).
stack:

[ (FF064C53)].DLC01:WorkshopResourceScannerScript.PlayAnimation() - "<native>" Line ?
[ (FF064C53)].DLC01:WorkshopResourceScannerScript.OnTimer() - "g:\_F4\DLC01\Art\Raw\Scripts\DLC01\WorkshopResourceScannerScript.psc" Line 41
22285April 05 2017MeshesUnofficial Fallout 4 PatchRWRiverPieceRailHalfCircle02Short01.nif - UV error and ...AllConfirmedSclerocephalusLowMedium Task Description

See: https://afkmods.iguanadons.net/index.php?/gallery/image/4625-rwriverpiecerailhalfcircle02short01jpg/

This mesh also has plenty of gaps, e.g.
https://afkmods.iguanadons.net/index.php?/gallery/image/4627-rwriverpiecerailhalfcircle02short01_2jpg/

22299April 06 2017PapyrusUnofficial Fallout 4 PatchMirelurkHatchableScript - animation graph errorAllConfirmedSclerocephalusLowMedium Task Description

[07/31/2016 - 09:45:14PM] error: (00174247): the animation graph (MirelurkEgg_Single01_Hatching) cannot currently process event “Shake”.
stack:

[ (00174247)].MirelurkHatchableScript.PlayAnimation() - "<native>" Line ?
[ (00174247)].MirelurkHatchableScript.waiting.OnActivate() - "g:\_F4\Art\Raw\ScriptsMilestone\MirelurkHatchableScript.psc" Line 18

[07/31/2016 - 09:45:14PM] error: (00174245): the animation graph (MirelurkEgg_Single01_Hatching) cannot currently process event “Shake”.
stack:

[ (00174245)].MirelurkHatchableScript.PlayAnimation() - "<native>" Line ?
[ (00174245)].MirelurkHatchableScript.waiting.OnActivate() - "g:\_F4\Art\Raw\ScriptsMilestone\MirelurkHatchableScript.psc" Line 18

Problem here is the OnActivate event. The way this has been written, the ref can be activated several times in a row. Depending on who activated it, the script may then call the Shake animation while another animation (from a previous activation) is still running.

22305April 07 2017PapyrusUnofficial Skyrim Legendary Edition PatchSoljund's Sinkhole - wall and side levers no longer ani...AllConfirmedzZz1LowVery Low Task Description

Soljund’s Sinkhole. Wall and side levers no longer be animated after activation, but it still activated. FormID = 0005EBE3, 0005EBE4.

22341April 16 2017ActorsUnofficial Fallout 4 PatchLevel 06 Minutemen have wrong health valuesAllConfirmedSclerocephalusLowLow Task Description

This is a list of the minutemen’s health values and levels:

EncMinuteman01 Lvl 01 Health: -10
EncMinuteman02 Lvl 08 Health: 30
EncMinuteman03 Lvl 16 Health: 60
EncMinuteman04 Lvl 24 Health: 160
EncMinuteman05 Lvl 32 Health: 285
EncMinuteman06 Lvl 42 Health: 510
EncMinuteman07 Lvl 52 Health: 510
EncMinuteman08 Lvl 62 Health: 610

Something is obviously wrong because there shouldn’t be two levels with the same health value, and it appears that the value for lvl 06 is in fact too high.

I’m unable to suggest a proper value though, as there is no clear relationship between health and level.

22359April 22 2017TexturesUnofficial Skyrim Special Edition PatchFemaleHeadDirt got brokenAllConfirmedLowLow Task Description

In special edition, the FemaleHeadDirt_01.dds doesn’t seem to work anymore. Npc’s with this dirt type assigned just have a clean face.
Provided an image for comparison, and yes, the screenshots are CK but it’s the same story in-game.

22361April 22 2017ItemsUnofficial Skyrim Legendary Edition PatchWerewolf Pelts can't be turned into leather at a tannin...AllConfirmedMultiphorLowVery Low Task Description

Werewolf Pelts can’t be turned into leather at a tanning rack. Bug #19972 made werewolves drop Werewolf Pelts instead of Wolf Pelts when they die, but didn’t make it so that the Werewolf Pelts can be turned into leather at a tanning rack.

22364April 22 2017PapyrusUnofficial Fallout 4 PatchDN161PowerLiftButton - animation graph errorsAllConfirmedSclerocephalusLowLow Task Description

[04/22/2017 - 10:42:30PM] error: (000EF203): the animation graph (PowerLiftCart01) cannot currently process event “StartTowerDown01”.
stack:

[ (000EF203)].ObjectReference.PlayAnimation() - "<native>" Line ?
[ (000EF205)].DN161PowerLiftButton.PostQuestState.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN161PowerLiftButton.psc" Line 119

[04/22/2017 - 10:42:30PM] error: (000EF206): the animation graph (PowerLiftCart01) cannot currently process event “StartTowerDown02”.
stack:

[ (000EF206)].ObjectReference.PlayAnimation() - "<native>" Line ?
[ (000EF207)].DN161PowerLiftButton.PostQuestState.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN161PowerLiftButton.psc" Line 121

[04/22/2017 - 10:42:30PM] error: (000EF204): the animation graph (PowerLiftRamp01) cannot currently process event “StartDown”.
stack:

[ (000EF204)].ObjectReference.PlayAnimation() - "<native>" Line ?
[ (000EF205)].DN161PowerLiftButton.PostQuestState.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN161PowerLiftButton.psc" Line 124

[04/22/2017 - 10:42:30PM] error: (000EF208): the animation graph (PowerLiftRamp01) cannot currently process event “StartDown”.
stack:

[ (000EF208)].ObjectReference.PlayAnimation() - "<native>" Line ?
[ (000EF207)].DN161PowerLiftButton.PostQuestState.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN161PowerLiftButton.psc" Line 124
22367April 24 2017PapyrusUnofficial Fallout 4 PatchDLC04:AbPerkGhoulish04EffectScript - Cannot divide by z...AllConfirmedSclerocephalusLowLow Task Description

[04/23/2017 - 04:18:03AM] error: Cannot divide by zero
stack:

[Active effect 5 on  (00000014)].DLC04:AbPerkGhoulish04EffectScript.OnTimerGameTime() - "g:\_F4\DLC04\Art\Raw\Scripts\DLC04\AbPerkGhoulish04EffectScript.psc" Line 41

Apparently, a timer event on this script may fire after the player has died. If so, PlayerRef.GetValuePercentage(Health) returns zero.

21821January 03 2017QuestsUnofficial Skyrim Special Edition PatchBroken "Activate Ancient Bowl"Windows PCNeeds User FeedbackJ RCriticalVery Low Task Description

After gathering your Thu’um at the end of The White Phial Mission so that you can turn it in to Nurelion, arriving at the bowl to activate it using the given quest item “Nurelion’s Mixture” The activation process will not start leaving the door closed. I’ve tried with the quest or without the Unofficial Skyrim SE Patch (in the same save file) but nothing works.

22070February 25 2017QuestsUnofficial Skyrim Special Edition PatchBeyond Death: Can't get Valerica to move to Blood Scrol...XBox OneNeeds User FeedbackDan WoitekaitisCriticalVery Low Task Description

I’m having a problem with Beyond Death mission. I can’t get Valerica to move to the Blood Scroll. I tried to solve it on my own, but found no articles discussing this problem to be fixed. I’m not sure if I’m doing something wrong. HELP.

21539November 17 2016ActorsUnofficial Fallout 4 PatchDLC01RaiderFaction is missing proper faction relationsh...Windows PCNeeds User FeedbackSclerocephalusMediumVery Low Task Description

That’s the faction all Rust Devils are in.

The other day, I had a random encounter with Rust Devils in that small park in Cambridge where BoS soldiers are occasionally present. This time, three of them were present too, but they did not react in any way to the Rust Devils - just stood there doing nothing. Not very credible.

Turned out that there are no relationships specified for the two factions. Even worse though: DLC01RaiderFaction hasn’t any relationships specified at all, excpet for themselves ...

21854January 09 2017ActorsUnofficial Fallout 4 PatchCurie NPC returned as male in PapyrusAllNeeds User FeedbackRyanMediumVery Low Task Description

With her set as a Ref and running this code:

HerRef.GetActorBase().GetSex()

It returns her as a Male when in the game she is a female synth

21865January 12 2017MagicUnofficial Skyrim Special Edition PatchDead thralls disappear yet Reanimate Thrall remains as ...XBox OneNeeds User FeedbackAustinMediumVery Low Task Description

To expand on the summary, thralls summoned with the “Dead Thrall” spell will occasionally disappear for an unknown reason. The active effect “Reanimate Thrall” persists and currently the only way I’ve been able to remove it is by going to jail. Cloak spells used to fix it on the 360 version, but those aren’t working for me. Having this effect active all the time causes NPCs to comment on your “dangerous spell” rather than standard greetings.

15599May 15 2014QuestsUnofficial Skyrim Legendary Edition PatchCan't trade holds in Season UnendingWindows PCNeeds User FeedbackRobert MorleyLowMedium Task Description

During Season Unending, you may not be given the option to trade any holds. Instead, the first attempted trade offers only the line “there’s nothing of value”. The quest then jumps straight to compensation for any massacre and then ends.

This appears to be related to advancement in Liberation of Skyrim. If you haven’t liberated any holds, you get the above behaviour. Once you’ve liberated the first hold, Season Unending will proceed normally (provided you haven’t already triggered stage 40).

This may be intentional behaviour, but if so, it goes against what I think most people would expect, and has a very odd workaround for something intentional.

18345December 13 2014MagicUnofficial Skyrim Legendary Edition PatchDragonhide (and Bones of the Earth) don't work right wh...Windows PCNeeds User FeedbackLowMedium Task Description

While developing a mod (http://www.nexusmods.com/skyrim/mods/60658/?) I noticed that Dragonhide does not work correctly when any protection spell is active. Although it consumes its mana cost and a casting effect is shown, the active effect does not show up and the 80% damage reduction does not seem to work. Similarly, if you first cast Dragonhide and then cast any protection spell, the spell seems to dispel Dragonhide. I consider this a bug because it is inconsistent with the way other protection spells work: When you are already using a protection spell, and cast a stronger spell, the old spell is dispelled and the new one becomes active. Similarly, a weaker protection spell does not become active when a stronger version is already in effect. Since Dragonhide is presented in-game as the ultimate protection spell, it seems to me like it should dispell all of the weaker protection spells when cast.

It appears that this bug occurs because the magic effect associated with Dragonhide uses the Peak Value Modifier Effect Archetype with the same keywords as the protection spells. However, since Dragonhide has no magnitude, the other spells win out and it is instantly dispelled. Note that the Bones of the Earth power from Dragonborn has the same problem as Dragonhide because it essentially works the same way. In my mod, I fix this apparent bug by altering Dragonhide to use the Value Modifier Effect Archetype and added conditions to the normal protection spells so that they temporarily dispel whenever Dragonhide is active. I did the same for Bones of the Earth. Another possible fix is to keep the Peak Value Effect Modifier, but to give Dragonhide a magnitude greater than 100. However, in my own tests the extra armor rating provided this way is not zero’d out by the Dragonhide perk, resulting in a nonzero armor rating while Dragonhide is active. This may not be a horrible side effect, but I suppose it does mean that Dragonhide will block more than the intended 80% damage which is why I made the fix the way I did. Another possible fix is to change Dragonhide/Bones of the earth to use some other Effect Archetype, and to set them to dispel spells with the MageArmor keyword. I did not go this route because I am uncertain what side effects may occur from dispelling the other keywords associated with Dragonhide, and I do not know of another way to dispell magic effects by keyword besides checking the box by the keywords in the magic effect. Perhaps adding an ability to the Dragonhide perk that dispells just that keyword would work, although it may be necessary to remove the MageArmor keyword from Dragonhide in that case.

19728December 07 2015LocationsUnofficial Fallout 4 PatchLights outside elevator affect elevator interior when d...Windows PCNeeds User FeedbackBrandonLowMedium Task Description

Lights that are outside of an elevator affect the interior of the elevator when the elevator’s doors are closed.
This particular one is in ArcJet Systems.
Yeesh.
http://www.falloutsearch.com/img/UFO4P/151207-UFO4P-Elevators-Lights.mp4

21074August 08 2016TextUnofficial Fallout 4 PatchLegendary Raider Veteran - typo in nameWindows PCNeeds User FeedbackSclerocephalusLowMedium Task Description

UFO4P has it spelled “Veteren” (should be “Veteran”)

21463November 09 2016ActorsUnofficial Fallout 4 PatchGarbled Radio Beacon doesn't stop transmittingWindows PCNeeds User FeedbackBrandonLowVery Low Task Description

Inside the Cave interior cell near the crashed UFO, when you turn off the ham radio, the Garbled Radio Beacon continues to transmit and be available on your radio.

Actually I’d argue that even before that, killing the alien should cease the transmission. Other quests involving turning off ham radios, you must turn off the radio because it’s an old message programmed on a loop, and the signal always says “this is a loop will repeat in 3 seconds” or whatever. In this case the message doesn’t have that part, and I think it’s logical that it’s the alien sitting there as it does, making a live broadcast.

21701December 12 2016Placed ReferencesAlternate Start - Live Another Life"Left for dead" starting area has spots where the playe...Windows PCNeeds User FeedbackJarred RLowVery Low Task Description

While it’s highly likely that I’m experiencing this bug as the result of a potential mod conflict, I can’t seem to find anything going on in the cells around the starting area for the “Left for Dead” beginning that would be causing it. When walking around the area, the player often goes into a swimming animation, with what looks like a bugged water surface flickering above the ground.

21825January 03 2017QuestsUnofficial Skyrim Special Edition Patch"An Axe to Find" questWindows PCNeeds User FeedbackLowVery Low Task Description

I will tell step by step

Glover: You haven’t seen crecius have you? that foolish old man took my pickaxe.
Me: Why the fuss about a pickaxe?
Glover: This isn’t a run of the mill pickaxe, this is a nordic pickaxe. They don’t grow on trees.
Me: What’s an ancient Nord pickaxe?
Glover: It’s the only tool that can mine stalrim, not many left, forging them is a lost art, the one Crecius borrowed I got from up north.

So, all I have for choices are: What do you have for sale, Is stalhrim a type of ore, How did you end up in raven rock, and What’s an ancient Nord pickaxe.

After choosing “What’s an ancient Nord pickaxe” instead of the 1st option, those are the only 4 choices to choose from and the quest has not started and there is no way to start it.

22077February 26 2017AudioUnofficial Skyrim Legendary Edition PatchAmbient music doesn't stop when bard performs in HF hom...AllNeeds User FeedbackCampbell GrierLowVery Low Task Description

When a purchased bard performs within any Hearthfire player home, the background ambient music continues to play, resulting in a complete cacophony of noise. This is not true in taverns where the background music fades to silent as soon as a bard starts to perform and then resumes whenever the bard stops playing. My preliminary research lead me to the BardSongsScript which has the function StopInnMusic() that replaces the current ambient music with a silent track - MUSTavernSilence. Note that the function is specific to LocTypeInn:

Function StopInnMusic()

	Game.GetPlayer().GetCurrentLocation().HasKeyword(LocTypeInn)
	MUSTavernSilence.Add()

EndFunction

Adding a property assigned to LocTypePlayerHouse and second line to the function that targets LocTypePlayerHouse partially solves the problem:

Game.GetPlayer().GetCurrentLocation().HasKeyword(LocTypePlayerHouse)

	MUSTavernSilence.Add()

With this fix the ambient music does stop when the bard performs in your player home. However, the ambient music does not resume when the bard stops playing, as it does in a tavern. Even after exiting and re-entering the house I could not get the ambient music to resume. There is clearly a second half to this puzzle which I am missing.

22094March 03 2017QuestsUnofficial Skyrim Legendary Edition PatchOld Orc random encounter oddityAllNeeds User FeedbackDwarfmpLowVery Low Task Description

I’ve encountered the Old Orc, and instead of his usual “looking for a good death” dialogue, he greets me like a regular NPC, and the only dialogue option I have is to ask if he can make me Bloodkin. Is this normal? I’ve never actually encountered him before while on a side-quest to look for enchanted gauntlets to gain access to Orc strongholds.

22118March 11 2017QuestsUnofficial Skyrim Legendary Edition PatchHroggar's behavior during Laid to RestAllNeeds User FeedbackDwarfmpLowVery Low Task Description

During my new playthrough in SE for this quest, I sold Hroggar firewood before doing most of/finishing this quest. This made it so he did not attack me as I entered Alva’s house, he simply told me “I won’t let you hurt Alva!” when I attempted to talk to him. Cheap items were free to take as well, but I think it is intentional the house ownership is his. I’m not sure if it makes sense he wouldn’t attack me, as he’s theoretically under a spell etc., but I’m not too bothered about that.

However, when I spent the night at the inn before completion of this quest, I got an inheritance letter... Seems Hroggar will be hostile to anyone else at this point, and since he spends his time at the mill during the day, he got himself killed by the townspeople. I think his aggression should be limited to Alva’s house (and to the player), but I don’t know if this is possible.

22119March 11 2017QuestsUnofficial Skyrim Legendary Edition PatchLaelette's and Thonnir's behavior during Laid to RestAllNeeds User FeedbackDwarfmpLowVery Low Task Description

Through my new playthrough in SE, I noticed a few things. Originally, Laelette was present and invisible close to the graveyard. I don’t know if this was an official or unofficial fix, I know she was bugged at the release of the game, but that’s beside the point.

At this point, she was present when you had to find Helgi at night and talk to her coffin. Laelette behaved like a bandit, drawing her weapon as you got close, telling you to “back off”. This, instead of her showing up after talking to Helgi’s coffin. Now there’s no easy way to talk to Helgi’s coffin without Laelette turning hostile, and I don’t think this is how the quest was intended.

This while Thonnir stands still outside in town, clearly waiting for you to kill Laelette, as he’s normally not outside at night. When you do kill Laelette, he will immediately start to run to the scene, and does his usual dialogue: he notices Laelette, gets close and yell “Ye gods, she’s a vampire!” However, he seems to do this over and over, backing off the corpse and noticing her again. This until you either speak to the coffin, or him to progress the quest, which is more than humorous and immersion-breaking. Ideally, you should be able to speak to Helgi’s coffin, and when she’s finished talking, see Thonnir do his scene, if this is possible.

22120March 11 2017QuestsUnofficial Skyrim Legendary Edition PatchTownspeople scenes during Laid to RestAllNeeds User FeedbackDwarfmpLowVery Low Task Description

During my new playthrough in SE, I noticed some things about the townspeople scenes. The first one is when you leave Highmoon Hall after the Jarl asked you to clear the lair. From what I remember, all the related people of the scene would be present and yell out some things. However now I had to wait for Lurbuk to show up, as seemingly he had to leave the inn, the rest of the people seemed to be present immediately. Though nothing stops you from speaking to Thonnir to progress the quest, you do miss out on these few dialogue utterings from the people (things like “Kill the vampire!”). The scene ID is MS14MobSceneTown.

Secondly, I have reported this before but it was never addressed, and the issue persists: the dialogue scene outside Movarth’s Lair will not take place, because Lurbuk is not close enough to the entrance (he was the person last in line). You can talk to Thonnir immediately with “Do I have to go alone”?, prompting everyone to leave.

I can make the scene happen by pushing Lurbuk closer to the entrance, at which point the scene will take place. I don’t know how this issue arised, at the release of the game, I witnessed the scene just fine. The problem seems to lie in the related people following each other, instead of, say, Thonnir who is at the front of the line. I’m currently having problems loading scene dialogue in the SE CK, so I’m looking it up in the original CK. This scene’s ID is MS14MobScared.

22180March 21 2017ItemsUnofficial Skyrim Legendary Edition PatchAuriel's bow after using Clear Sky doesn't stay after f...Windows PCNeeds User FeedbackLowVery Low Task Description

Using Auriel’s bow bloodcursed arrows after using clear sky (to see where the sun is) makes the sun only temporary red until the character fast-travels/waits. I have seen this issue reported before and apparently fixed but I had this issue in my modded playthrough and tried it in a new clean save and it persisted. I have attached the clean save.

22247March 30 2017QuestsUnofficial Fallout 4 PatchSilver Shroud Dialogue won't play with the MechanistAllNeeds User FeedbackLowVery Low Task Description

If you use the silver shroud costume during the final confrontation with the mechanist, there are supposed to be some unique dialogue, only this special dialogue won’t play at all

She doesn’t recognize you as the Shroud, neither you have any “speak as shroud” option

21758December 25 2016Placed ReferencesUnofficial Skyrim Legendary Edition PatchLakeview manor stage 1 floaty workbenchesWindows PCNeeds User FeedbackpinkyVery LowVery Low Task Description

Lakeview manor has a workbench that shows on the local map
as a rectangle island in the void outside the small house.
tcl investigation shows at least 3 floaty workbenches
and a light/particle effect from a high window in the main hall
are all enabled before their quest is completed / always enabled.

my draw distance is so low that investigating the farthest bench
makes the house disappear so i haven’t ventured past that.

21473November 10 2016QuestsUnofficial Skyrim Special Edition PatchDawnguard quest: A New Order won't start.AllInvestigatingKyle StanleyCriticalVery Low Task Description

Dawnguard Quest: A New Order won’t start after being banished by Lord Harkon. After refusing to become a vampire lord and choosing to stay a werewolf and be banished, the quest will not update to report back to Isran at Fort Dawnguard. The scripted attack does not occur, no dialogue changes in any of the Dawnguard etc.

Tried restarting game and console as well as disabling all mods. No changes. Issue is still prevalent.

21954January 23 2017QuestsUnofficial Skyrim Special Edition PatchForbidden Legend Quest-line Glitch XBox OneInvestigatingMatthew LewyCriticalVery Low Task Description

Back Story:
During a play through I managed to accidentally glitch and break the Forbidden Legend Quest line. I presume during the step between “Investigate the Gauldur Legend” and “Learn the truth from Daynas Valen”. The “Investigate the Gauldur Legend step requires you to find Daynas Valen’s notes, and the step “Learn the Truth from Daynas Valen” requires you to find his body and pick up quest items from the body (Ivory Dragon Claw, and his notes).

Here’s the problem:
As I was oblivious to the mission since I did not have it equipped, I went through the mission area (Folgunthur) missing the notes, but I picked up the claw from Daynas Valen’s Body (which was obviously part of step 2) and cleared out the dungeon. When I decided to finally start the quest I found the notes I had missed and then I had to investigate Valen’s body and pick up the claw, to which I had already done.. so the mission still wants me to pick up the claw from his body.. I also can’t drop the claw because it’s a quest item. So now the quest is broken with a marker leading to Valen’s Empty Body.

Maybe I was stupid but I’ve realised this could be broken without even starting the questline..

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