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Papyrus Fragment Errors on Just One Quest


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Posted (edited)

I recently did an SSEEditQuickAutoClean with my mod Bandit Paradise and it wound up deleting my Skyrim/Tamriel cave entrance as well as a bunch of trigger boxes that were near it. Stupidly, I did not create a backup before I did this even though I have done a lot of work since I packaged and shared the last version a couple months ago. So, I just went ahead and remade the entrance and all the trigger boxes.

 

Since my story can go in a few different directions, I have three different quests that end the whole adventure; BPQ00QuickEscape, BPQ04B and BPQ09. Each one has two trigger boxes outside; one that fails the quest if you leave too early and another that completes the quest when you leave at the right time. So, six in total. The failure boxes get disabled through script once the player has gotten to a stage near the end. This always worked fine in my prior versions.

 

After replacing all of them and changing the ObjectReferences in the quest to point to them, I started getting the following error message for all three whenever I close the quest box:

 

Spoiler

image.png.6dc686e86a207b2c62f53792885f916c.png

 

 

Hitting the Compile button does not generate the error. Only hitting OK and closing the quest box after doing what seems to be a successful compilation will produce the message.

 

I did some in-game tests and found that the failure trigger boxes were still working even after I passed the stage where they should get disabled. Even if I completed everything I needed to, going outside would activate the failure box but not the success box.

 

I went back and completely removed the old ObjectReferences and made new ones pointing to my new trigger boxes. This solved the problem for BPQ00 and BPQ04B, but somehow not BPQ09? I am able to edit the scripts for every quest I have with no issues except BPQ09.

 

I went online and looked up methods to get rid of this error like copying the backup files to the data/scripts/source folder or removing all commands from each quest stage and just putting in ;script and nothing else to see which stage/property might be causing the problem. However, these did not work.

 

The backup PSC files have things set up the way they were before I made any changes. So, copying that over gets rid of my desired changes and still does not make the error message go away if I try to make any kind of changes again.

 

When EVERY quest stage just has ;script in the papyrus box but no commands, I still get the error message when I hit OK to close the box. So, that did not work either. I still get the same error message even when there are no commands whatsoever in BPQ09.

 

Anyone know of any other methods to fix this issue or even determine what the exact cause is?

 

I found a way to get around it by placing the failure trigger box further out away from the entrance so the player definitely will not be in it when they arrive back in Skyrim. They will need to walk forward a bit. The success box is much closer so the player will be in it as soon as they come out the door. Completing the quest of course will make the failure box no longer work. So, technically this is not the end of the world.

 

However, I might continue making other minor changes to this quest in the future and want to make sure the changes actually go through.

 

I'm going to release my next update soon (version 1.4.0). Maybe someone with more knowledge/experience can take a look and see if they can find what the issue is? Again, it is only the quest BPQ09. All others I can still change scripts no problem.

 

Spoiler

Screenshot2026-04-26144852.png.070be50a31a5e5868a92aef8e79aadd6.pngScreenshot2026-04-26144835.png.f836c46fcfa730acea3fb4bb84d1c8a6.png

 

Thanks!

Edited by Donuts4me
Posted (edited)

First thing that comes to mind is that you didn't mention starting a new game or cleaning the scripts out with ReSaver. Script properties get baked into the save, so when you swapped out your trigger boxes (and thus any references to them), any script that was already running maintained their old (now invalid) references. That probably explains all your inconsistencies with the trigger boxes.

 

As for the fragment validation error, that's one I don't recall seeing before. I searched through my entire Skyrim setup here and this message does not exist anywhere. Thus my approach to that would be as follows:

  1. Use my string search utility on your setup to find where its coming from.
  2. Since the CK has issues with compiled scripts in some situations, I'd remove the pex files associated with the failing scripts. This needs to be done when the CK is not running.
  3. Run the Papyrus Compiler outside of the CK and compile the failing script(s). If it compiles, then ignore the error in the CK. If the validation error prevents you from doing something, use xEdit to fill that gap.

My utility is available upon request.

Edited by traison
Posted (edited)
2 hours ago, traison said:

First thing that comes to mind is that you didn't mention starting a new game or cleaning the scripts out with ReSaver. Script properties get baked into the save, so when you swapped out your trigger boxes (and thus any references to them), any script that was already running maintained their old (now invalid) references. That probably explains all your inconsistencies with the trigger boxes.

 

I did not start a whole new game/character, but I make sure to always load old saves where the quest was never active. It is not start game enabled. You need to read notes I placed or get sent here through Simple Slavery before anything becomes active. I always use setstage to start it for my tests. This has always worked perfectly up until now.

 

I'll give ReSaver a shot later.

 

2 hours ago, traison said:

As for the fragment validation error, that's one I don't recall seeing before. I searched through my entire Skyrim setup here and this message does not exist anywhere. Thus my approach to that would be as follows:

  1. Use my string search utility on your setup to find where its coming from.
  2. Since the CK has issues with compiled scripts in some situations, I'd remove the pex files associated with the failing scripts. This needs to be done when the CK is not running.
  3. Run the Papyrus Compiler outside of the CK and compile the failing script(s). If it compiles, then ignore the error in the CK. If the validation error prevents you from doing something, use xEdit to fill that gap.

My utility is available upon request.

 

I've seen it rarely in the past. However, it was always easy to get rid of by simply undoing what I did in CK before I started seeing it. This is the first time I am seeing it after doing stuff in SSEEdit.

 

I'm willing to give your utility a shot. Just let me know how it works.

 

I just uploaded it for everyone to see. You could take a direct look at it if you want. Maybe you will see what I see, maybe not since we are on different computers and mine is the only one that has done any editing and had earlier versions.

 

I could also try completely removing everything from my PC and installing it all again with the file I am sharing. Maybe that would completely reset everything?

 

Thanks for the help! I still just don't understand how BPQ00 and BPQ04B were so easy to fix but not BPQ09? They all basically have the same setups...

 

Edited by Donuts4me
Posted
8 hours ago, Donuts4me said:

I'm willing to give your utility a shot.

 

Link sent.

 

8 hours ago, Donuts4me said:

I make sure to always load old saves where the quest was never active.

 

This should work just as well.

 

8 hours ago, Donuts4me said:

I could also try completely removing everything from my PC and installing it all again with the file I am sharing.

 

While a reinstall is usually the least-effort way of fixing things it's also the path that will teach you nothing.

Posted

I got it! I now realize it wasn't just the triggerboxes.

 

I went back and removed every property I had added to these quests before my latest update, which was really just these boxes and some prison cell doors that get unlocked at certain quest stages in all three different quests. When I first set them up a few weeks ago, I was getting no messages and they worked fine in-game. I'm assuming the Autoclean messed with these as well.

 

During my latest tests, I noticed that the cell doors were no longer unlocking when they should. And it wasn't just BPQ09, it was also BPQ00 and BP04B even though those quests were no longer giving me the message. They still had a problem even though they were not telling me.

 

So, the cells were not properly unlocking for all three quests and the fail quest trigger boxes were only getting properly disabled when they should for 00 and 04B.

 

I went and removed all the scripts and deleted all of the properties involving the doors and the boxes in all three quests and created new ones with different names. NOW I am no longer getting any messages and my script changes are really going through for all three quests.

 

The cells are unlocking for all three quests and the failure trigger box is now getting disabled when it should in 09 just like the other two. So, I can put it back where it was. Also, I did a bunch of random additions and adjustments with scripts at different stages and they are going through fine and working in-game.

 

Thanks for the advice!

 

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