Jump to content

Don't understand this error.


Recommended Posts

Posted

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?

Posted

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.

Posted
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.

Posted

I forgot to mention.  "Arcane Strike" is a perk from the "Path of Sorcery" mod.  How do I fix the error?

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...