danna233 Posted June 29, 2025 Posted June 29, 2025 (edited) I have no idea how to fix this. This form id does not exist. Any thoughts on how to fix this? Edited June 29, 2025 by danna233
traison Posted June 29, 2025 Posted June 29, 2025 The only way to fix those is to open the script source (zazLetObjectAppearScript.psc) and trace how that zbfStatic property is used, and what kind of an object would fit its purpose. If you just want to get rid of it and test your luck, either delete the value of that property in xEdit or use the QAC mode of xEdit (SSEEditQuickAutoClean.exe) to do it automatically for the entire plugin.
danna233 Posted June 29, 2025 Author Posted June 29, 2025 42 minutes ago, traison said: The only way to fix those is to open the script source (zazLetObjectAppearScript.psc) and trace how that zbfStatic property is used, and what kind of an object would fit its purpose. Here's what's in it. I honestly don't know much about scripts. Scriptname zazLetObjectAppearScript extends ObjectReference ObjectReference property zbfStatic auto function OnTriggerEnter(ObjectReference akActionRef) if akActionRef == game.GetPlayer() as ObjectReference zbfStatic.enable() endIf endFunction
traison Posted June 29, 2025 Posted June 29, 2025 (edited) Considering the name of the script, and that generic Enable() call, I'd say delete the value using xEdit and leave it like that. There's probably another script somewhere that sets the value. If that's the case then your only concern here is that something enters the trigger area before the other script manages to set zbfStatic to something. It's a race condition that could CTD your game with a null pointer at some point. If you want to prevent the CTD, then add a null check for zbfStatic before calling Enable on it: ScriptName zazLetObjectAppearScript Extends ObjectReference ObjectReference Property zbfStatic Auto Function OnTriggerEnter(ObjectReference akActionRef) If (zbfStatic && (akActionRef == Game.GetPlayer())) zbfStatic.Enable() EndIf EndFunction Edit: Obviously you need to compile the script, if you make changes to it. Edited June 29, 2025 by traison
danna233 Posted June 29, 2025 Author Posted June 29, 2025 In fact, I thought that it was possible to somehow find this ill-fated activator. Probably the entry about it is missing. But since this activator can not be found, I will probably refrain from this mod.
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