Kain82 Posted July 6, 2019 Posted July 6, 2019 If anyone has been following the technical support section, they might remember that I was having several crashing issues in Whiterun, Dragonsreach, and the Bannared Mare. Now my game has improved somewhat but I still get some crashes there. I checked the papyrus log after the most recent crash, and the error I got is this: Quote [07/06/2019 - 02:35:59PM] ERROR: Cannot unregister for an animation event on an None object stack: [alias PlayerRef on quest IMP_ArcaneStrikeQuest (572A2833)].IMP_ArcaneStrikeQST.UnregisterForAnimationEvent() - "<native>" Line ? [alias PlayerRef on quest IMP_ArcaneStrikeQuest (572A2833)].IMP_ArcaneStrikeQST.Unregister() - "IMP_ArcaneStrikeQST.psc" Line 168 [alias PlayerRef on quest IMP_ArcaneStrikeQuest (572A2833)].IMP_ArcaneStrikeQST.OnObjectUnequipped() - "IMP_ArcaneStrikeQST.psc" Line 72 I do not understand what it is trying to say. Since it mentioned "animation event on a None object." I ran FNIS and deactivated "Animated Clutter." But the game still crashed. and I am confused. Also I don't know what [alias PlayerRef on quest IMP_ArcaneStrikeQuest means. Can anyone help?
Guest Posted July 6, 2019 Posted July 6, 2019 You should have a mod that can be identified with the code IMP. I don't know what it is. Here there is an error in the code, trying to do something on an object that is no more there, so you get the error.
Kain82 Posted July 7, 2019 Author Posted July 7, 2019 5 hours ago, CPU said: You should have a mod that can be identified with the code IMP. I don't know what it is. Here there is an error in the code, trying to do something on an object that is no more there, so you get the error. Hey!!! Thanks to you I narrowed it down to "Path of Sorcery." The script seems to be talking about a bound weapon spell. Here's the script: Scriptname IMP_ArcaneStrikeQST extends referenceAlias Actor property selfRef auto hidden ;weapon property selfWeapon auto hidden hidden ;objectReference Property ObjSelf auto hidden ;Bool property isLeft auto ;Bool property isRight auto Bool HasL Bool HasR Int wpnLType Int wpnRType ;ReferenceAlias property ArcaneWeapon auto Spell property IMP_SPELL_CON_PowerWave_vert auto Spell property IMP_SPELL_CON_PowerWave_horiz auto Perk property IMP_PERK_CON_ArcaneStrike auto Weapon property BoundWeaponBattleaxe auto Weapon property BoundWeaponBattleaxeMystic auto Weapon property BoundWeaponBow auto Weapon property BoundWeaponBowMystic auto Weapon property BoundWeaponSword auto Weapon property BoundWeaponSwordMystic auto Weapon property DLC2BoundWeaponDagger auto Weapon property DLC2BoundWeaponDaggerMystic auto Keyword property IMP_K_BoundWeapon auto Event OnInit() selfRef = self.GetActorRef() EndEvent ;------------------------------------------Arcane Strike: Check for bound weapons-------------------------------------------------------------------------- Event OnObjectEquipped(Form akBaseObject, ObjectReference akReference) If ( selfRef.HasPerk(IMP_PERK_CON_ArcaneStrike) ) Weapon wpn = akBaseObject as Weapon If !wpn return Endif If (wpn == selfRef.GetEquippedWeapon(true)) ;;check if this wpn is in your left hand If (IsBoundWeapon(wpn)) ;debug.notification("ARCANE: Bound weapon equipped in left hand") HasL = true Else HasR = false Endif Elseif (wpn == selfRef.GetEquippedWeapon()) ;;check if this wpn is in your right hand If (IsBoundWeapon(wpn)) ;debug.notification("ARCANE: Bound weapon equipped in right hand") HasR = true Else HasR = false Endif Endif If (HasL || HasR) Register(selfRef) Endif Endif EndEvent Event OnObjectUnequipped(Form akBaseObject, ObjectReference akReference) If (!HasL && !HasR) Unregister(selfRef) Endif EndEvent Event OnAnimationEvent(ObjectReference akSource, string EventName) ; debug.notification(">>>>>>>>>>>>> AnimationEvent Name: " + EventName) If (EventName == "weaponSwing" && selfref.GetAnimationVariableBool("bAllowRotation") && !selfref.GetAnimationVariableBool("isBlocking") && !selfref.GetAnimationVariableBool("isBashing") && !selfref.GetAnimationVariableBool("isSneaking")) If ( HasR ) float Direction = selfref.GetAnimationVariableFloat("Direction") float Speed = selfref.GetAnimationVariableFloat("Speed") wpnRType = selfRef.GetEquippedItemType(1) ;BattleAxe Standing if speed == 0.00 && wpnRType == (5||6) ; Debug.Notification("BAxeStanding R") IMP_SPELL_CON_PowerWave_vert.cast(selfref) ;OneHanded Standing elseif speed == 0.00 && (wpnRType == 1 || wpnRType == 2 || wpnRType == 3 || wpnRType == 4) ; Debug.Notification("1HStanding R") IMP_SPELL_CON_PowerWave_vert.cast(selfref) ;BattleAxe Forward elseif speed > 0.00 && wpnRType == (5||6) && (direction == 0.00 || direction == 1.00) IMP_SPELL_CON_PowerWave_vert.cast(selfref) ; Debug.Notification("BAxeForward R") ;OneHanded Forward elseif speed > 0.00 && (direction == 0.00 || direction == 1.00) && (wpnRType == 1 || wpnRType == 2 || wpnRType == 3 || wpnRType == 4) IMP_SPELL_CON_PowerWave_vert.cast(selfref) ; Debug.Notification("1HForward R") ;BattleAxe Left/Right elseif speed > 0.00 && (direction == 0.25 || direction == 0.75) && wpnRType == (5||6) IMP_SPELL_CON_PowerWave_horiz.cast(selfref) ; Debug.Notification("BAxeLeft/Right R") ;OneHanded Left/Right elseif speed > 0.00 && (direction == 0.25 || direction == 0.75) && (wpnRType == 1 || wpnRType == 2 || wpnRType == 3 || wpnRType == 4) IMP_SPELL_CON_PowerWave_horiz.cast(selfref) ; Debug.Notification("1HLeft/Right R") ;BattleAxe Backwards elseif speed > 0.00 && direction == 0.5 && (wpnRType == 5 || wpnRType == 6) IMP_SPELL_CON_PowerWave_horiz.cast(selfref) ; Debug.Notification("BAxeBackwards R") ;OneHanded Backwards elseif speed > 0.00 && direction == 0.5 && (wpnRType == 1 || wpnRType == 2 || wpnRType == 3 || wpnRType == 4) IMP_SPELL_CON_PowerWave_vert.cast(selfref) ; Debug.Notification("1HBackwards R") EndIf Endif EndIf If (EventName == "weaponLeftSwing" && selfref.GetAnimationVariableBool("bAllowRotation") && !selfref.GetAnimationVariableBool("isBlocking") && !selfref.GetAnimationVariableBool("isBashing") && !selfref.GetAnimationVariableBool("isSneaking")) ;debug.notification("PLAYERREF: Swung a weapon") If ( HasL ) float Direction = selfref.GetAnimationVariableFloat("Direction") float Speed = selfref.GetAnimationVariableFloat("Speed") wpnLType = selfRef.GetEquippedItemType(0) ;debug.notification("ARCANE: Left hand > Speed = " + speed + ", Direction = " + direction) ;OneHanded Standing If speed == 0.00 && (wpnLType == 1 || wpnLType == 2 || wpnLType == 3 || wpnLType == 4) ; Debug.Notification("1HStanding w/ left hand") IMP_SPELL_CON_PowerWave_vert.cast(selfref) ;OneHanded Forward elseif speed > 0.00 && (direction == 0.00 || direction == 1.00) && (wpnLType == 1 || wpnLType == 2 || wpnLType == 3 || wpnLType == 4) IMP_SPELL_CON_PowerWave_vert.cast(selfref) ; Debug.Notification("1HForward w/ left hand") ;OneHanded Left/Right elseif speed > 0.00 && (direction == 0.25 || direction == 0.75) && (wpnLType == 1 || wpnLType == 2 || wpnLType == 3 || wpnLType == 4) IMP_SPELL_CON_PowerWave_horiz.cast(selfref) ; Debug.Notification("1HLeft/Right w/ left hand") ;OneHanded Backwards elseif speed > 0.00 && direction == 0.5 && (wpnLType == 1 || wpnLType == 2 || wpnLType == 3 || wpnLType == 4) IMP_SPELL_CON_PowerWave_horiz.cast(selfref) ; Debug.Notification("1HBackwards w/ left hand") elseif speed > 0.00 && (wpnLType == 1 || wpnLType == 2 || wpnLType == 3 || wpnLType == 4) && (wpnRType == 1 || wpnRType == 2 || wpnRType == 3 || wpnRType == 4) ;;Try for dual wield power attack ; debug.notification("Is this a dual wield power attack?") IMP_SPELL_CON_PowerWave_horiz.cast(selfRef) Utility.Wait(0.5) IMP_SPELL_CON_PowerWave_horiz.cast(selfRef) EndIf Endif EndIf endEVENT ;;--------------------------------------------------------------------------------------------------------- Function Unregister(Actor akActor) ;debug.notification("ARCANE: Unregistering...") unregisterForAnimationEvent(akActor, "weaponSwing") unregisterForAnimationEvent(akActor, "weaponLeftSwing") EndFunction Function Register(Actor akActor) ;debug.notification("ARCANE: Registering") registerForAnimationEvent(akActor, "weaponSwing") registerForAnimationEvent(akActor, "weaponLeftSwing") EndFunction ;----------------------------------------------------- Bool Function IsBoundWeapon(Weapon curWpn) If ( curWpn == BoundWeaponBattleaxe || curWpn == BoundWeaponBattleaxeMystic || curWpn == BoundWeaponBow \ || curWpn == BoundWeaponBowMystic || curWpn == BoundWeaponSword || curWpn == BoundWeaponSwordMystic \ || curWpn == DLC2BoundWeaponDagger || curWpn == DLC2BoundWeaponDaggerMystic || curWpn.HasKeyword(IMP_K_BoundWeapon) ) return true Else return false Endif EndFunction I still don't know what to do though.
Kain82 Posted July 7, 2019 Author Posted July 7, 2019 I forgot to mention. "Arcane Strike" is a perk from the "Path of Sorcery" mod. How do I fix the error?
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