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lovers with pk not working : error script 080090ea


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Posted (edited)

hello,

lovers with pk does not launch.

it displays:

error in script 080090ae: (null) in file lovers with pk.esm

unable to find definition function for command 0 in script.

 

edit: if I disable most mods.

"080090ae" becomes: "020090ae"

 

do you have any idea where this could come from?

 

have a nice day

thank you

Edited by Vaeroth
Posted

You have a problem indeed

 

image.png

 

The Script identified as XX0090EA, as you suggested, is a basic script within the Lovers with PK.esm masterfile.  And its sole purpose is to inform the player that OBSE had not been detected. 

 

The above only displays the message if a previous quest/script actively finds OBSE not existing or running in your setup.  And it only shows the message if the ObseNotFound value is activated/set to a value of  1.

 

This is the actual 'test' which executes first...

 

 

scn xLoversCheckObse1QuestScript

 

Begin GameMode


    ; For now, set the OBSE not found flag
    set xLoversCheckObse2Quest.ObseNotFound to 1

 

    ; Set relationship with OBSE version
    GetOBSEVersion


    ; Interrupt and exit if OBSE doesn't start 

    ; After that, it is running OBSE
    set xLoversCheckObse2Quest.ObseNotFound to 0


End

 

 

This script sets the value of the first quest's ObseNotFound value to 1 at the very start, assuming that the player (you) do not have OBSE installed. 

 

It then tries to run the GetOBSEVersion command... and if it fails... well, you don't have OBSE running.  But if it can run that test, you have OBSE running and then sets the ObseNotFound value to 0, turning the message OFF.

 

What version of OBSE are you running?

 

Posted (edited)
2 hours ago, LongDukDong said:

Vous avez effectivement un problème

 

image.png

 

Le script identifié comme XX0090EA, comme vous l'avez suggéré, est un script de base dans le fichier maître Lovers with PK.esm. Et son seul but est d'informer le joueur que OBSE n'a pas été détecté. 

 

Le message ci-dessus n'affiche le message que si une quête/un script précédent détecte activement qu'OBSE n'existe pas ou n'est pas en cours d'exécution dans votre configuration. Et il n'affiche le message que si la valeur ObseNotFound est activée/définie sur une valeur de  1 .

 

Il s'agit du « test » réel qui s'exécute en premier...

 

 

scn xLoversCheckObse1QuestScript

 

Commencer le mode de jeu


    ; Pour l'instant, définissez l'indicateur OBSE not found
    set xLoversCheckObse2Quest . ObseNotFound sur 1

 

    ; Définir la relation avec la version OBSE
    GetOBSEVersion


    ; Interrompre et quitter si OBSE ne démarre pas 

    ; Après cela, il exécute OBSE
    et définit xLoversCheckObse2Quest . ObseNotFound sur 0


Fin

 

 

Ce script définit la valeur ObseNotFound de la première quête à 1 au tout début, en supposant que le joueur (vous) n'a pas installé OBSE. 

 

Il essaie ensuite d'exécuter la commande GetOBSEVersion... et s'il échoue... eh bien, OBSE n'est pas en cours d'exécution. Mais s'il peut exécuter ce test, OBSE est en cours d'exécution et définit ensuite la valeur ObseNotFound sur 0 , ce qui désactive le message.

 

Quelle version d'OBSE utilisez-vous ?

 

Thanks,

while searching I had come to this conclusion.

but I did not know how to solve the problem.

(the installation of the game and OBSE was done correctly and in the right directory).

 

With the transcription of the script and the Constructionset.

I was able to tinker with a fix.

 

For information here is how the script was written in my game:

 

scn xLoversCheckObse1QuestScript

Begin GameMode
    ;‚Ƃ肠‚¦‚¸OBSEƒGƒ‰[ƒtƒ‰ƒO‚𗧂Ăè‚­
    set xLoversCheckObse2Quest.ObseNotFound to 1

    ;OBSE‚Ì“K“–‚ÈŠÖ”‚ðŒÄ‚Ô
    GetOBSEVersion
    ;ª‚à‚µOBSEŒo—R‚Å‹N“®‚µ‚Ä‚¢‚È‚¢ê‡‚Í‚±‚±‚ŃXƒNƒŠƒvƒgˆ—‚ª‹­§’†’f‚³‚ê‚é

    ;«ˆÈŒã‚ÍOBSEŒo—R‚Å‹N“®‚µ‚Ä‚¢‚éꇂɗˆ‚é
    set xLoversCheckObse2Quest.ObseNotFound to 0
End

Edited by Vaeroth
Posted

???  Does it work now?

 

Because that is the original script you posted. ( not a fix )

 

OBSE scriipt1  xx0090E9

Spoiler

scn xLoversCheckObse1QuestScript

Begin GameMode
    ;‚Ƃ肠‚¦‚¸OBSEƒGƒ‰[ƒtƒ‰ƒO‚𗧂Ăè‚­
    set xLoversCheckObse2Quest.ObseNotFound to 1

    ;OBSE‚Ì“K“–‚Ȋ֐”‚ðŒÄ‚Ô
    GetOBSEVersion
    ;ª‚à‚µOBSEŒo—R‚Å‹N“®‚µ‚Ä‚¢‚È‚¢ê‡‚Í‚±‚±‚ŃXƒNƒŠƒvƒgˆ—‚ª‹­§’†’f‚³‚ê‚é

    ;«ˆÈŒã‚ÍOBSEŒo—R‚Å‹N“®‚µ‚Ä‚¢‚éê‡‚É—ˆ‚é
    set xLoversCheckObse2Quest.ObseNotFound to 0
End

 

 and OBSE script 2   xx0090EA

Spoiler

scn xLoversCheckObse2QuestScript

short ObseNotFound

Begin GameMode
    if ObseNotFound
        set ObseNotFound to 0
        MessageBox "Lovers requires OBSE to run! You didn't read the instructions, did you?"
        Message "Lovers requires OBSE to run! You didn't read the instructions, did you?"
    endif
End

 

 

If your game still not work:

Spoiler

In Lovers with PK.esm is xx0090EA  not AE  (  The fist two numbers are the load order ID and they change when you change your load order  )

And with a wrong OBSE version Lovers would load, but you get the message "Lovers requires OBSE to run! You didn't read the instructions, did you?"

But you said  with Lovers your game does not launch.  ( = does not start .  Crash at start.  )

 

So you do not start your game with OBSE  ( and lovers can not find OBSE )

or

You have a wrong load order with missing master files and the game can not launch ,  it crash at start .

 

How you start your game?   And post your load order.

 

Posted

Nope, What's posted is not his fix. 

Vaeroth stated "
For information here is how the script was written in my game:", meaning he posted how the  xLoversCheckObse1QuestScript reads within his copy of LAPF... with the Japanese comments butchered by the machine-translation process used.  This, he posted in comparison to the screenshot of the script from my copy of LAPF...  which I personally translated every comment from Japanese into straight English.  It wasn't easy and seriously time consuming.

 

 

1 hour ago, Vaeroth said:

With the transcription of the script and the Constructionset.

I was able to tinker with a fix.

As Fejeena, I am curious what fix you had performed.

 

And you still didn't answer, what version of OBSE you're running...   Prays it isn't 22.8 or 22.10...

Posted (edited)
On 9/9/2024 at 4:00 PM, LongDukDong said:

Nope, What's posted is not his fix. 

Vaeroth stated "
For information here is how the script was written in my game:", meaning he posted how the  xLoversCheckObse1QuestScript reads within his copy of LAPF... with the Japanese comments butchered by the machine-translation process used.  This, he posted in comparison to the screenshot of the script from my copy of LAPF...  which I personally translated every comment from Japanese into straight English.  It wasn't easy and seriously time consuming.

 

 

As Fejeena, I am curious what fix you had performed.

 

And you still didn't answer, what version of OBSE you're running...   Prays it isn't 22.8 or 22.10...

Hello I have a similar issue, but I only get the "020090ea" error. I am using the OBSE that's been uploaded to Nexus: https://www.nexusmods.com/oblivion/mods/37952

Is this version bad for LAPF? I assumed since it was recently uploaded it was more up to date.

 

Edit: I changed the OBSE to the one specifically from the silverlocke website. Works fine now. Weird that the one from Nexus is incompatible though.

Edited by TheDragonBone
Figured out the answer.
Posted (edited)

Some new xOBSE version are shit. e.g. the new 22.10. version. And 22.8 was bad.  Try 22.9.

But if you do not have a Mod that needs xOBSE  then use  OBSE21 form the silverlocke website.  I still use it.

 

There was/is a xOBSE discussion

https://www.loverslab.com/topic/237107-xobse/

 

And if LAPF still doesn't work... because  game in C : \ program files , missing old DirectX  files, game not started with OBSE , wrong load order , ...

read

https://www.loverslab.com/topic/36443-oblivion-install-gametoolsbodiesbbb-load-order-sorting-espesm-cleaning-cs-cse-body-stretching/

 

Edited by fejeena
  • 3 weeks later...
Posted
On 9/12/2024 at 4:19 AM, fejeena said:

Some new xOBSE version are shit. e.g. the new 22.10. version. And 22.8 was bad.  Try 22.9.

But if you do not have a Mod that needs xOBSE  then use  OBSE21 form the silverlocke website.  I still use it.

 

There was/is a xOBSE discussion

https://www.loverslab.com/topic/237107-xobse/

 

And if LAPF still doesn't work... because  game in C : \ program files , missing old DirectX  files, game not started with OBSE , wrong load order , ...

read

https://www.loverslab.com/topic/36443-oblivion-install-gametoolsbodiesbbb-load-order-sorting-espesm-cleaning-cs-cse-body-stretching/

 

I would just like to thank you real quick.

I was using xOBSE 22.10 and every second the console would be giving me grievance saying the "020090ea" error even though I had no issues with my mods working, switching to 22.9 fixed it.

So thanks for that even if I wasn't having huge problems per say.

Posted (edited)
On 9/11/2024 at 10:19 PM, fejeena said:

Some new xOBSE version are shit. e.g. the new 22.10. version. And 22.8 was bad.  Try 22.9.

But if you do not have a Mod that needs xOBSE  then use  OBSE21 form the silverlocke website.  I still use it.

 

So... that's the cause of error messages popping non-stop. I tried to solve the problem by deactivating new mods and updates. Never would have guessed xOBSE could be the source.

 

I rolled back from version 22.10 to 22.9, and the error messages stopped. So far, the problem seems to be gone.

 

Quote

And you still didn't answer, what version of OBSE you're running...   Prays it isn't 22.8 or 22.10...

😂 i'm saved!

Edited by Namtar55

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