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[Papyrus] so my quest scripts just stop working? (Warning Property not found blabla) out of the blue? :(


Nymra

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Posted

I duplicated a quest in my ESP via TESVedit (maybe this was the "original sin" here...) but I dont know, I did it before without ever having a problem, even was the same quest that was copied.

 

But I have quests randomly not beeing "read" anymore by papyrus. The log is spammed with stuff like this:

 

[04/15/2022 - 02:19:03AM] WARNING: Property Alias_Enemy06 on script nade_sexquest_qf_scr attached to nade_SexQuest (EA005A52) cannot be initialized because the script no longer contains that property
[04/15/2022 - 02:19:03AM] WARNING: Property Alias_Vehicle on script nade_sexquest_qf_scr attached to nade_SexQuest (EA005A52) cannot be initialized because the script no longer contains that property
[04/15/2022 - 02:19:03AM] WARNING: Property Alias_Enemy30 on script nade_sexquest_qf_scr attached to nade_SexQuest (EA005A52) cannot be initialized because the script no longer contains that property

 

while the script is compiling, has all the requirements etc.

also the quest scripts that "fail" change randomly, one time its sexquest, then calmquest, then captivequest, sometimes 2 of those...

I never had anything like that before so any input is most welcomed....

I upload 1-2 logs just for you to see if you want :(

 

Meanwhile I try rolling back and try again

 

thx if you can help with this... stuff keeps me bogged down for hours now sigh :(

Papyrus.1.log Papyrus.0.log

Posted
2 minutes ago, Nymra said:

because the script no longer contains that property

 

If you made a change to the script, this generally means an "outdated" version is baked into the save.  Generally, you can add new properties without issue, but removing/renaming them tends to cause this.

 

Stopping the quests completely and restarting them will maybe fix this issue.

 

I tend to avoid making scripts in a way that causes this to happen nowadays, but you can use a save game cleaner like Fallrim tools to remove the instances of the script and force it to update that way.  Probably breaks the quests tho.

Posted
4 minutes ago, Seijin8 said:

 

If you made a change to the script, this generally means an "outdated" version is baked into the save.  Generally, you can add new properties without issue, but removing/renaming them tends to cause this.

 

Stopping the quests completely and restarting them will maybe fix this issue.

 

I tend to avoid making scripts in a way that causes this to happen nowadays, but you can use a save game cleaner like Fallrim tools to remove the instances of the script and force it to update that way.  Probably breaks the quests tho.

 

I am doing it like this since a year now and NEVER had this problem. 

I only update quests that are currently not running and if they are running I ve built a mechanic that allows me to restart the quests on the save and it worked like a charm before.

 

Now it feels like the game is asuming the scripts are empty while they are not, meaning the properties were always there, like for months and now suddenly are no longer recognized. 

Posted

You can go back to the scripts, see which property lost what it was pointing at and redefine it. 

 

I have seen this too, i think on my end it was from coping responses in dialogue topics that had scripts and some properties needed a quick redefine. 

Posted
17 minutes ago, Heroine HoneyCrotch said:

You can go back to the scripts, see which property lost what it was pointing at and redefine it. 

 

I have seen this too, i think on my end it was from coping responses in dialogue topics that had scripts and some properties needed a quick redefine. 

 

all the properties are lost!!!

randomly!

I just cleaned the save and reinstalled the mod, same thing, different quests. its like sorcery since I cannot even see a pattern :(

 

older saves also the same :(

Posted
1 hour ago, Nymra said:

Now it feels like the game is asuming the scripts are empty while they are not, meaning the properties were always there, like for months and now suddenly are no longer recognized. 

 

If you are using a mod manager, can you verify the game is reading from the most up-to-date version of the script?

Posted
7 minutes ago, Seijin8 said:

 

If you are using a mod manager, can you verify the game is reading from the most up-to-date version of the script?

 

yes it does.

 

Posted

ok it seems to get worse.... I even tried to just add new quests and rename everything and adding their own scripts, but nothing. It just fails to recognize the scripts and their properties, even on a clean save...
I try on a new game now, but that would be bad, I managed to keep Naked Defeat "not" requiring a new game for sooo long :(

 

Gods I really hope I did not mess up something fundamental with the ESP or weeks of work would be lost... nobody here with some ideas?

I m using MO2... 

 

 

Posted

sigh. rolling back to an old version and going from there again. 

 

but I would really like to know what happened there... I need to change the quests :(

Posted
9 hours ago, Nymra said:

[04/15/2022 - 02:19:03AM] WARNING: Property Alias_Enemy06 on script nade_sexquest_qf_scr attached to nade_SexQuest (EA005A52) cannot be initialized because the script no longer contains that property
[04/15/2022 - 02:19:03AM] WARNING: Property Alias_Vehicle on script nade_sexquest_qf_scr attached to nade_SexQuest (EA005A52) cannot be initialized because the script no longer contains that property
[04/15/2022 - 02:19:03AM] WARNING: Property Alias_Enemy30 on script nade_sexquest_qf_scr attached to nade_SexQuest (EA005A52) cannot be initialized because the script no longer contains that property

 

Das passiert, wenn die Scripts nicht aus der Quest heraus (edit source + save) compiliert werden. Gerade bei umfangreicheren Änderungen an einem Script sollte man wirklich einmal dieses mittels CK aus der Quest/MagicEffect oder was auch immer kompiliert/gespeichert werden, damit sich die Properties in der entsprechenden Quest auch aktualisieren. Das tun sie bei externer Kompilierung nämlich nicht. Besonders zu empfehlen, wenn sich Typen ändern (float vs. int etc.)

Posted
1 hour ago, Andy14 said:

Quest heraus (edit source + save)

This could be an explanation for some mods not starting a quest properly.

Posted
9 hours ago, Andy14 said:

 

Das passiert, wenn die Scripts nicht aus der Quest heraus (edit source + save) compiliert werden. Gerade bei umfangreicheren Änderungen an einem Script sollte man wirklich einmal dieses mittels CK aus der Quest/MagicEffect oder was auch immer kompiliert/gespeichert werden, damit sich die Properties in der entsprechenden Quest auch aktualisieren. Das tun sie bei externer Kompilierung nämlich nicht. Besonders zu empfehlen, wenn sich Typen ändern (float vs. int etc.)

 

aber ich versteh das nich, ich hab doch ne komplett NEUE Quest?!

Ich nehm Quest A und mach in Tes5edit: "Copy as new record into"....

dann benenne ich alles um in den Namen der neuen Qeust (OldQuest --> NewQuest), dupliziere das script, benenne auch da alles um und kompiliere es via Notepad++

 

auf genau diese Art und Weise hab ich die Quest schon früher dupliziert, aber jetzt funktioniert dieser Weg auf einmal einfach nicht mehr.

Egal was ich mach, ich hab immer das Problem mit den Properties die auf einmal angeblich nicht mehr im Script enthalten sein sollen...

 

kenn mich leider mit dem CK nich aus, das hat mir in der vergangenheit zuviel zerhauen. weiß daher auch nicht was "aus der quest heraus kompilieren" bedeuten soll. vor allem was ist der unterschied wie gesagt wenn es die quest noch garnicht im save gibt? 

 

Posted

so I tried to modify an existing quest and an existing script by just copying contents of another quest into those via zEdit and then recompile the scripts and same outcome...

all the properties refuse to be recognized. 

Posted

so the CK says this for the Fragments,... but this also is in quests of mine that already run smoothly without any problems.

 

WARNING: Unable to load fragment source from function Fragment_xxxx...... bla bla

 

 

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