Nymra Posted November 25, 2021 Posted November 25, 2021 Im getting this error Quote [11/25/2021 - 05:44:09PM] NAKED DEFEAT calmquest: ForcePose Start (surrender) [11/25/2021 - 05:44:09PM] Error: Array index 5 is out of range (0-3) stack: [nade_CalmQuest (E50B7967)].nade_calmquest_qf_scr.ForcePose() - "nade_calmquest_qf_scr.psc" Line 4168 [nade_CalmQuest (E50B7967)].nade_calmquest_qf_scr.OnUpdate() - "nade_calmquest_qf_scr.psc" Line 3576 [11/25/2021 - 05:44:09PM] Error: Cannot play a None idle on an actor but I cant make sense of it. I have an array set up correctly in the ESP with 6 entries that all are filled with Idles. And from loading to loading suddenly it shows this error. This happened on 2 seperate profiles now and I cannot find any way to fix it. I even made a new array with a different name (but the same 6 idles) and it happend again in exactly the same way. I m somehow at wits end now... I just wonder is this something wrong with the savegames or is the ESP corrupted or what... Im thankful for every input... this is the script part: int surrpose = Utility.RandomInt(0,5) cfgqst.PlayerRef.PlayIdle(cfgqst.IdlesHumanSurrender[surrpose]) adn the ESP entry...
VersuchDrei Posted November 25, 2021 Posted November 25, 2021 1 hour ago, Nymra said: I just wonder is this something wrong with the savegames or is the ESP corrupted or what... Properties save their values in your savegame. So if you change them in the .esp after creating a savefile this savefile will not reflect those changes.
Nymra Posted November 25, 2021 Author Posted November 25, 2021 16 minutes ago, VersuchDrei said: Properties save their values in your savegame. So if you change them in the .esp after creating a savefile this savefile will not reflect those changes. but that is the point I do not understand. I made a NEW property, so a new array with a different name but the error still happened? almost feels like it is saver (while more work) to make individual entries for the idles then instead of an array, hmm. thx tho, sheds some light on this
Fotogen Posted November 25, 2021 Posted November 25, 2021 Many times, skyrim doesn't register changes. If you start new game, it will work. If you start/stop quest that is owner of that property, it may work. Recompiling all scripts is also a good idea. If you will change code from array of idles to something else, maybe change it in external json setting. PapyrusUtil(part ofSL) can be used to read .json.
Nymra Posted November 25, 2021 Author Posted November 25, 2021 9 minutes ago, Fotogen said: Many times, skyrim doesn't register changes. If you start new game, it will work. If you start/stop quest that is owner of that property, it may work. Recompiling all scripts is also a good idea. I tried all that already. only new game seems to really help, hmm. 9 minutes ago, Fotogen said: If you will change code from array of idles to something else, maybe change it in external json setting. PapyrusUtil(part ofSL) can be used to read .json. I will try to plan ahead some more before creating properties in the future. At least now I know something more about what kind of changes really require a new save. Until this point I had no problems with it. Funny enough: the Array of 5 WORKED on the save before, it just stopped working again at some random moment it seems... and on another profile I tried it failed on a save that never had that mod installed before. Kinda makes me wonder if skyrim changes saves even when they are not activly loaded ingame and how stuff is "ported" over from a previously loaded save to a new game... like: start skyrim load Save A (with mod installed) exit to menue load Save B (with the mod NOT installed) -> same error still... sorcery?
Swe-DivX Posted November 25, 2021 Posted November 25, 2021 Did you run the script compiler on the quest?
Nymra Posted November 25, 2021 Author Posted November 25, 2021 7 minutes ago, Swe-DivX said: Did you run the script compiler on the quest? I compile everything through Notepad++ and do 99,99% of all edits via TesVEdit or xEdit. I only open the CK when it is really necessary because that shit killed my scripts before... either making scripts empty (and compiling them too) or just changing the ESP randomly without me even touching that quest. So in other words: yes, I opened the Mod and its quests in the esp, but I think I did not open that particular quest at least,... EDIT: but I would really like to know the special dos and donts of the CK. because I watched several videos but none seem to touch the special problems of the CK in regards of it doing things automatcially and which and how to turn that off maybe -,.- I even suspect it changed order of an array in the ESP because the order of lines written in the script source did not match... like actor 03 actor 01 actor 02 was in the script and the CK changed the ARRAY property to mach that... I almost fell from my chair (and it was not my misstake, I inherited it...)
Andy14 Posted November 25, 2021 Posted November 25, 2021 CK does not change any scripts, does not rearrange arrays etc. On the contrary, the change and compilation without CK leads to the user log being overflowing with entries such as: Property blaba on script blabla attached to blabla cannot be initialized because the script no longer contains that property And those are the harmless side effects. Changes to a variable type are even worse: ERROR: Property blabla on script blabla attached to blabla cannot be bound because alias blabla on quest blabla is not the right type. I know this won't help you, but maybe it can help. The information required to identify your problem is missing. When and how is the array declared? Where and how is it filled? And when and how will it be filled again.
Nymra Posted November 25, 2021 Author Posted November 25, 2021 49 minutes ago, Andy14 said: CK does not change any scripts, does not rearrange arrays etc. it did for me. I was shocked ... it showed some kind of message before that happened but I had not options there. it just happened. it overwrote both a psc and pex file AND changed the corresponding entries in the ESP, practically removing 90% of their content and I was lucky that I made a copy before. The last time that happened months ago I lost almost a whole days work that way when it nullified one of my core scripts I was working on... 49 minutes ago, Andy14 said: On the contrary, the change and compilation without CK leads to the user log being overflowing with entries such as: Property blaba on script blabla attached to blabla cannot be initialized because the script no longer contains that property ERROR: Property blabla on script blabla attached to blabla cannot be bound because alias blabla on quest blabla is not the right type. I could track down all those problems to a missmatch between Properties in the script and in the ESP. So I deleted all properties in the ESP that were no longer used in scripts and vise versa and I had no more of those errors. 49 minutes ago, Andy14 said: And those are the harmless side effects. Changes to a variable type are even worse: ERROR: Property blabla on script blabla attached to blabla cannot be bound because alias blabla on quest blabla is not the right type. what exactly is a variable in that case? sorry, I never went to scripting primary school 49 minutes ago, Andy14 said: I know this won't help you, but maybe it can help. yeah, would be interesting to know if there is a way to fix it on a running game. and how to avoid problems like that from happening. CK is a living nightmare to work with, so i would be glad if I could avoid that in the future, too 49 minutes ago, Andy14 said: The information required to identify your problem is missing. When and how is the array declared? Where and how is it filled? And when and how will it be filled again. I have a confiquest which is basically the base script containing the MCM and some functions , bools and strings I use in the quests. So then I have a defeatquest quest that checks for things like onhit and onbleedout and then starts a quest that makes the player strike poses. configquest (with Array of Objects containing the idles) -> start defeatquest which checks for onhit/onbleedout -> starts calmquest which strikes poses from configquest (organized in the array of objects). the calmquest ends and can be restarted if needed. these are the only errors in the log that I found that I do not understand why they even are there. I created new quests before but these three have this: Quote [11/25/2021 - 05:42:25PM] Error: Unable to bind script nade_WhipQuest_01 to (E50059DF) because their base types do not match [11/25/2021 - 05:42:25PM] Error: Unable to bind script nade_WhipQuest_02 to (E50059E1) because their base types do not match [11/25/2021 - 05:42:25PM] Error: Unable to bind script nade_WhipQuest_00 to (E50059EC) because their base types do not match
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