Womb Raider Posted January 10, 2015 Posted January 10, 2015 Reposting, not sure if anyone got a gander at it or who I should forward the information to. Error in script 0e08bd7a Attempting to call a function on a NULL reference or base object File: Sexout.esm Offset: 0x00B8 Command: Let fnSAL: 00000007 (Courier) final lock state: 0 0 fnSAR: Setting EVFO 'Sexout:Start::actora' on '00000007' = 00000000 fnSAR: Setting EVFO 'Sexout:Start::actorb' on '00000007' = 00000007 fnSAR: Setting EVFO 'Sexout:Start::actorx' on '00000007' = 000F889D fnSAR: Setting EVFO 'Sexout:Start::CBDialogX' on '00000007' = 470010B7 fnSAR: Setting EVFO 'Sexout:Start::raper' on '00000007' = 00000000 fnCSE (2): from <no name> (00000000) on Dermot (000F889C) fnCSE (2): is actor fnCSE (2): CV2 fnSoCSv: Dermot (000F889C) 'Sexout:Start::' -> Dermot (000F889C) 'Sexout:Start:2::' fnSoNXClr Sexout:Start:: Dermot (000F889C) fnCSE (2): Returning 1 fnSoNXClr Sexout:Start:2::actorB Dermot (000F889C) fnSoNXClr Sexout:Start:2::actorC Dermot (000F889C) fnSoNXClr Sexout:Start:2::actorB Dermot (000F889C) NGSAN (2): Aborting due to 2.0 NGSAN (2): A is <no name> (00000000) NGSAN (2): B is <no name> (00000000) NGSAN (2): C is <no name> (00000000) qqq Bye.
zippy57 Posted January 10, 2015 Posted January 10, 2015 Go ahead and toss that debug log in a spoiler and take it out of the previous post; I never saw it because I didn't know you edited and I just watch my Followed Content list. Is SewerSlave at mod index 47? If not, what mod is? If it is at 47, then we'll need to talk to Prideslayer because we're dealing with stuff I don't understand, but I'll need to include my script along with your log so let me know the answer to that question first and we'll go from there.
TheArkady Posted January 10, 2015 Posted January 10, 2015 For what it's worth, 000F889D is definitely Saint James. This may be an old SS problem. If Saint James didn't follow and/or the extra NPCs weren't placed in the room where the rape scenes should run, things will break. So, as I already asked based on the screenshot: is Dermot the only NPC there? If so, SS hasn't fully fired up for some reason and that would be the root of the problem.
prideslayer Posted January 10, 2015 Posted January 10, 2015 That log looks... really quite boned. I see the player trying to have sex with itself... Dermot trying to have sex with himself... in addition to what's already mentioned about the screenshot. This is more than sewerslave just not loading completely, it looks like some other mod has possibly modified those NPCs, or the sewer environment itself, and caused things to break. Hell in the screenshot, that looks like St. James and not Dermot. Dermot wears overalls and a hat.
zippy57 Posted January 10, 2015 Posted January 10, 2015 (edited) Try the encounter with this plugin. If it doesn't work, post the logs again. File removed. Edited January 11, 2015 by zippy57
volcanogod Posted January 11, 2015 Posted January 11, 2015 In the interests of prompt feedback, I had the same problem - Dermot did nothing after "We will get along fine" and the console showed those "NGSAN" lines at the end - and your version above fixed it EDIT : AArgh spoke too soon. Got one round of self abuse from Dermot, and then the same problem (St James says 'my turn', then nothing)
zippy57 Posted January 11, 2015 Posted January 11, 2015 No, you didn't speak too soon. I only changed the one script. Apparently the UDF calling method doesn't play well with GetSelf.
prideslayer Posted January 11, 2015 Posted January 11, 2015 Does that mean the sexout UDFs, or the Sewerslave UDFs? The sexout ones work, but I did run into some...... issues in the dialog result / quest result scripts. I documented my heartbreak and the senseless reason behind it in the scripting 101 thread pretty recently, conclusion (page 109) is I need to do some more clever crap in sexout and introduce a SECOND UDF calling convention. One that takes all the arguments up front as a stringmap like this: call fnSexoutActFullRun ar_map("actorA"::GetSelf, "actorB"::PlayerREF, ...) That's the only thing that's going to work reliably if you need to use getself ------ however ------- It's been a while since I worked on sewerslave, but I think when I did last work on it, there was no need for "getself" during any of the intro scene. All the refs were hard-coded, which works just fine with the UDF interface to sexout.
zippy57 Posted January 11, 2015 Posted January 11, 2015 The Sexout UDFs. I'm just used to running GetSelf in dialogue results so I did everything that way. All the opening stuff can drop GetSelf because they're predictable NPCs, but the sex-for-stuff topics later on will need GetSelf in some capacity. Probably setting a ref variable to GetSelf and then passing that variable to Sexout instead.
prideslayer Posted January 11, 2015 Posted January 11, 2015 Yeah that doesn't work reliably either. Standby, I am working on the "new" way as we speak. When you need getself, you'll just pass in an integer instead. I'm testing with 0, but any integer should work fine.
prideslayer Posted January 11, 2015 Posted January 11, 2015 Yeah well.. merry christmas anyway. Let me know how it works out.
zippy57 Posted January 11, 2015 Posted January 11, 2015 (edited) Unfortunately don't have time to switch most things over tonight, so I've just updated the first encounter as a test. If it works, then the integer way of calling GetSelf works, and I'll work on getting everything else working sometime tomorrow. If it doesn't work, it's probably because I'm an idiot and broke something else. Anyone testing this will need Sexout beta 2.8.90Beta3!!! File removed. Edited January 11, 2015 by zippy57
prideslayer Posted January 11, 2015 Posted January 11, 2015 I'll test for you tomorrow if nobody beats me to it. As usual, I don't have any saves right now outside of goodsprings. I never get very far before I have to start over to test more things, or because I've broken something horribly in my save again.
prideslayer Posted January 11, 2015 Posted January 11, 2015 FYI was a no-go zippy. I'm going to take a look at the script now and see whats up
prideslayer Posted January 11, 2015 Posted January 11, 2015 Ah I think you just uploaded the wrong file. This one is still using prep/set/run UDFs.
prideslayer Posted January 11, 2015 Posted January 11, 2015 Ah! Someone just didn't read instructions.. probably because someone else didn't write them clearly enough. In the first act (and others, similarly) change this: SetStage SexoutSS 30 SaintJamesRef.addscriptpackage SexoutSSFollowPlayer SexoutSSNPCAmbush1REF.addscriptpackage SexoutSSFollowPlayer SexoutSSNPCAmbush2REF.addscriptpackage SexoutSSFollowPlayer call fnSexoutActPrep call fnSexoutActSetInt "actora" 0 call fnSexoutActSetRef "actorb" Player call fnSexoutActSetRef "raper" DermotRef if SaintJamesRef.GetDead == 0 call fnSexoutActSetRef "actorx" SaintJamesRef call fnSexoutActSetRef "CBDialogX" SexoutSSNewTurn elseif SexoutSSNPCAmbush1REF.GetDead == 0 call fnSexoutActSetRef "actorx" SexoutSSNPCAmbush1REF call fnSexoutActSetRef "CBDialogX" SexoutSSNewTurn elseif SexoutSSNPCAmbush2REF.GetDead == 0 call fnSexoutActSetRef "actorx" SexoutSSNPCAmbush2REF call fnSexoutActSetRef "CBDialogX" SexoutSSNewTurn else SetStage SexoutSS 31 call fnSexoutActSetRef "CBDialogA" SexoutSSNewTurn endif call fnSexoutActRun To this: SetStage SexoutSS 30 SaintJamesRef.addscriptpackage SexoutSSFollowPlayer SexoutSSNPCAmbush1REF.addscriptpackage SexoutSSFollowPlayer SexoutSSNPCAmbush2REF.addscriptpackage SexoutSSFollowPlayer if SaintJamesRef.GetDead == 0 call fnSexoutActRunFull ar_map "actora"::0 "actorb"::playerref "raper"::dermotref "actorx"::saintjamesref "cbdialogx"::sexoutssnewturn elseif SexoutSSNPCAmbush1REF.GetDead == 0 call fnSexoutActRunFull ar_map "actora"::0 "actorb"::playerref "raper"::dermotref "actorx"::SexoutSSNPCAmbush1REF "cbdialogx"::sexoutssnewturn elseif SexoutSSNPCAmbush2REF.GetDead == 0 call fnSexoutActRunFull ar_map "actora"::0 "actorb"::playerref "raper"::dermotref "actorx"::SexoutSSNPCAmbush2REF "cbdialogx"::sexoutssnewturn else SetStage SexoutSS 31 call fnSexoutActRunFull ar_map "actora"::0 "actorb"::playerref "raper"::dermotref "cbdialoga"::sexoutssnewturn endif I'm testing now to make sure that works.
zippy57 Posted January 11, 2015 Posted January 11, 2015 Whoops, that was me misunderstanding your post. Good to know everything works. I'll get the calls transferred later today.
prideslayer Posted January 11, 2015 Posted January 11, 2015 No problem. To make it easier to read you can also setup an array in the quest and use that. Make sure that arActParams is declared in the SS quest, then in dialog scripts or anywhere else: ; This repeated ar_construct might lead to a memory leak? If so you'll want to write a UDF that just iterates ; through the array unsetting everything and call that here first. let quest.arActParams := ar_construct stringmap let quest.arActParams["actora"] = someRef ; ... other lets here, then finally call fnSexoutActRunFull quest.arActParams I *think* that will work in a dialog script, but it might not. The call to the UDF might not work with a quest-qualified array like that. Honestly there are so many odd little situations like that, that are unpredictable, the only way to know for sure is to just try it and see.
Womb Raider Posted January 11, 2015 Posted January 11, 2015 That log looks... really quite boned. I see the player trying to have sex with itself... Dermot trying to have sex with himself... in addition to what's already mentioned about the screenshot. This is more than sewerslave just not loading completely, it looks like some other mod has possibly modified those NPCs, or the sewer environment itself, and caused things to break. Hell in the screenshot, that looks like St. James and not Dermot. Dermot wears overalls and a hat. Sexout soliciting & breeder are also having issues. At this point, I think it's going to be more efficient for me to just start a new install with clean saves. I appreciate everyone's support though!
prideslayer Posted January 12, 2015 Posted January 12, 2015 I can't say anything about those two, but this issue should be fixed when zippy gets around to working on it. I tested the script snipped I provided and it worked fine, going through the whole intro as expected. It's just the dialog sex he has to deal with I think, and last time I messed with it, there weren't a lot of those since everyone except the main NPCs shared the same generic topics.
Womb Raider Posted January 12, 2015 Posted January 12, 2015 I can't say anything about those two, but this issue should be fixed when zippy gets around to working on it. I tested the script snipped I provided and it worked fine, going through the whole intro as expected. It's just the dialog sex he has to deal with I think, and last time I messed with it, there weren't a lot of those since everyone except the main NPCs shared the same generic topics. Would the fact that I have fallout installed on a separate internal drive have an effect on how things are running? I've got a few different SSD's that I place my Bethesda games and Battlefield on and stuff.
prideslayer Posted January 12, 2015 Posted January 12, 2015 No, doesn't matter where the games are installed.
Womb Raider Posted January 12, 2015 Posted January 12, 2015 No, doesn't matter where the games are installed. Roger Roger, appreciate the help. Love your work!
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