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why all the none objects and building errors


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Posted

posting a log of a common ctd happens almost everytime i hit the levels where timed radiant events are to occur with the couriers messages or the vampire attacks, i'd theorize its some new mod i'd installed then remove that mod and start the game over expecting it to be fixed next playthru and despite all the building errors in the log its happening in the wilderness far away from any buildings

this particular playthru i suspect its from trying out the beta skse and experiencing so much instability with it i downgraded back to the stable version of skse, but even after removing all the scripts from the beta skse and reinstalling the older more stable version i'm still getting none location spam baked into the save clogging up the logs

 

any ideas on how to fix this playthru

Papyrus.0.log

Posted

There are some missing file errors in this, have you removed any mods?

 

The missing property errors are either from a mod that was removed or one that was updated since the start of this game and some things were removed from it.

 

BYOH scripts are from Hearthfire and should not be running that often, especially if you are not at the home. Do you have any house mods? Some of them will use custom versions of the script and screw it up.

 

 

Posted

There are some missing file errors in this, have you removed any mods?

 

The missing property errors are either from a mod that was removed or one that was updated since the start of this game and some things were removed from it.

 

BYOH scripts are from Hearthfire and should not be running that often, especially if you are not at the home. Do you have any house mods? Some of them will use custom versions of the script and screw it up.

yes, i had more instability issues at creature spawns when i tried to add more nasty creatures  with creature framework so removed it and ran papyrus cleaner after

 

oops, wrong log, i forgot log0 i managed to go around the crash point

 

if it'll help to recreate this issue it happens just about everytime i approach those random npc generators along the path

Papyrus.3.log

Posted

I use More Nasty Creatures but the rate that it checks the arousal of creatures is way too fast. I increased the time to 30 seconds instead of 5 and it has been much more stable for me.

 

The BYOH script is running constantly in this log as well. From what I understand there is a papyrus command that starts / stops the logging, Hearthfire normally disables it shortly after starting but I think some other mods may change it and it never stops properly.

Posted

i'll try looking for adjustments on more nasty creatures next time i try that mod

 

been wondering why those byoh scripts been running so muc, no house mods installed

got some modified buildings, cd and horrified female prisons, but i'm nowhere near any of those in game when it happens

 

any console commands that can disable the house spam maybe

 

edit: would it help to add that mod back in then lower the arousal checks maybe that mod is trying to modify the vampire dogs

Posted

The BYOH scripts are logging every item you pick up and put down and is part of the reason that it slows the equip / unequip of DD items. I have seen that script in a number of people's logs that are having issues but I don't get it in mine.

 

Have you built any of the houses from Hearthfire in that game yet?

Posted

no, haven't even bought the land for it yet, got the option to buy it all the way back at markarth, haven't even received the quest for it yet in falkreath, wanted criminal there

Posted

 

to and from work today i was thinking of my skeleton files, i just got done downgrading a friend's skyrim to the legacy version...

reading up on the requirements section for the latest xpmse http://www.loverslab.com/files/file/676-xp32-maximum-skeleton-extended/

 

ok so i tried out the new racemenu This save it happens, but things got bad, major instability with skse 1.7.2, had to drop back to 1.7.1 and reverted racemenu with it

 

skse 1.7.2 is listed as beta so its still in the testing phases

listed in the "what's new" file:

- added Actor.GetFactions

- added Cell.GetWaterLevel

- added Faction functions

 

that breaks player slavery and slaver systems of sd and paradise halls, sorry didn't save the log files from those crashes, i saw those 2 mods listed back-to-back in the log and immediately fixed itback to skse 1.71

didn't think of my skeleton files needing that too so i downgraded those to the legacy files tonite, but seems the racemenuxpmse scripts so baked in the papyrus cleaner couldn't cean that in the normal way

its so far behaving somewhat better, getting past those radiant npc areas without incident with 1 out of 10 tries resulting in a new crash from a radiant courier

the logs still a bit cluttered with those building scripts, kinda wonder now if that's another skse issue

posting the new log now with the courier

 

 

The BYOH scripts are logging every item you pick up and put down and is part of the reason that it slows the equip / unequip of DD items. I have seen that script in a number of people's logs that are having issues but I don't get it in mine.

 

Have you built any of the houses from Hearthfire in that game yet?

think you once said you're using a different custom skeleton...thinking next time you see these scripts in somebody's logs ask their skeleton, i can't confirm its the cause as removing the scripts and downgrading the skeleton to the compatible version didn't clean up the logs, for now its just a hunch i'd need yet another new game to clear this up

Papyrus.2.log

Posted

This may be the issue with the courier:

 

[05/12/2015 - 08:11:50PM] error: Cannot call HasKeyword() on a None object, aborting function call

stack:
[ (00018A56)].Location.IsSameLocation() - "Location.psc" Line 34
[WICourier (00039F82)].wicourierscript.OnUpdate() - "WICourierScript.psc" Line 99

 

The other odd error I see is this one:

 

[05/12/2015 - 08:11:24PM] error: Method checkPaperSet not found on zadGagQuestScript. Aborting call and returning None

stack:
[alias PlayerRef on quest zadGagQuest 

I have not seen that error before with the ZadGagQuest

 

 

At the time I built the quest I was using the x93ar50 variant but I have been using the 2.13 version lately (I still use ECE). I doubt changing the skeleton will clean up the logs, typically if there is an issue with the skeleton either it doesn't respond or it crashes, only papyrus script errors show up in the log.

 

 

 

Posted

This may be the issue with the courier:

 

[05/12/2015 - 08:11:50PM] error: Cannot call HasKeyword() on a None object, aborting function call

stack:
[ (00018A56)].Location.IsSameLocation() - "Location.psc" Line 34
[WICourier (00039F82)].wicourierscript.OnUpdate() - "WICourierScript.psc" Line 99

 

The other odd error I see is this one:

 

[05/12/2015 - 08:11:24PM] error: Method checkPaperSet not found on zadGagQuestScript. Aborting call and returning None

stack:
[alias PlayerRef on quest zadGagQuest 

I have not seen that error before with the ZadGagQuest

 

 

At the time I built the quest I was using the x93ar50 variant but I have been using the 2.13 version lately (I still use ECE). I doubt changing the skeleton will clean up the logs, typically if there is an issue with the skeleton either it doesn't respond or it crashes, only papyrus script errors show up in the log.

 

the reason i suspected the skeleton files and switched those to the legacy version is the requirement for the beta skse to use it, i tried the newer skse at the beginning of this game, but the faction values conflicted with sd and paradise halls (random ctd every couple minutes to 10 minutes) so i had to revert to the more stable skse 1.7.1---(maybe i can still use the newer skeletons, just not the latest version with the newer skse beta requirements, but what version did they start requiring beta skse 1.7.2)

 

the courier i don't really understand if he's a special courier added or why is he suddenly appearing at this location. That location atleast had a couple mods nearby adding an npc and a loom to the brewery and some nutcase underneath the bridge with tunnels underneath leading upto the brewery and a couple bedrolls at sanguine's throne -- i just left the courier in whiterun telling me nope, nothing - the crash point for the courier in the log is directly in front of the honingbrew meadery facing the crossroads leaving whiterun

 

the gag quest errors i think are coming from the dirty edits in the latest device cutting at immerslave http://www.loverslab.com/files/file/1761-devious-device-cutting/

1 of the gag scripts get overwritten by it, particularly all the newer gag dialogs added revert back to the old mmphh

edit:

the gag errors in the log get annoying, but never became an issue until the building script and "none location" errors showed up

i'll try reinstalling the original dd scripts overtop of it

see if that fixes the gag spam and helps clean up the crashes

edit 2, : i assumed that was where the gag quest errors were coming from, but reinstalling the dd files overtop of those didn't clean that out the log

 

edit 3:

i always load the abandoned prison cell before loading my game

today i decided to look at the log from that point before loading the saved game

skipping past the game load point in the log suddenly sexlab starts validateactor, pretty big spam there for just standingat player load point geeze

sounds like sexlab has some issues with the creatures in the area

Papyrus.0.log

Posted

still haven't tracked down where the building errors Or the gag script errors are coming from, just that its not immerslave  device cutting as previously thought

got tired of waiting for the ticking time-bomb to go off again so i'll be disecting my mods next, hoping the issue is with a disabled mod waiting to be cleaned up

 

another issue i've been having lately is is a conflict of some sorts with arrok anims and devious devices (that Or there just aren't any arrok anims, but sexlab has them available), basically an arrok anim either gives the T formation or it gives an error that freezes the game, click ok to close the error and the game...or it just crashes out the game with arrok named anim at the end of the papyrus log - so far i've tracked down these issues to arrok rape and arrok doggystyle as most commonly t-form and arrok lesbian gives instant crash, But i'll have to retest if its always crash or more like the others after i fix the log issues i'm getting as stated above

 

edit:

gag script was easy enough to track down, after removing dd-restrained scripts, the issue turned out to be "gags +" with the "masque of clavicus vile"

 

here' a new log of some old mods after i  renamed my data folder and restored it from a backup expecting it to clear up - when that wasn't enough to fix it, atleast it narrowed it down for me

so far seems cleaned up, i'll try again with the updated mods later looking for those building errors, too many errors in here from sd that might have been fixed already with the current updates

Posted

is there no command for asking what's issueing the command or a command to disable the spam in the logs, this is crap, who would do this to the game

somebody out there knows how to break the game, doesn't anybody know how to fix it

Posted

Any mods that have an option to disable logging that you know are not the issue you can turn those off, that should get rid of some of the messages in the log.

 

If you have made a number of changes in your mods you may need to start a completely new game. Some mods don't do nice things to the game when removed, in a lot of cases though it can't be helped as there are things kept in save games that are not easily fixed or can be ignored.

Posted

Any mods that have an option to disable logging that you know are not the issue you can turn those off, that should get rid of some of the messages in the log.

 

If you have made a number of changes in your mods you may need to start a completely new game. Some mods don't do nice things to the game when removed, in a lot of cases though it can't be helped as there are things kept in save games that are not easily fixed or can be ignored.

stripped out any old scripts first, no help, then tried reverting all esp's/esm's and scripts to the backup, still no help, then tried running it from the back up, seems this bug been in my game longer than i knew about it

i'll start checking for logs that can be disabled, but of the remaining mods there's only 2 that have the option - dd and dd regulations

 

 been working at it most the day, made new game each time i stripped more mods out, even stripped the bodyslide folder down to bare minimum

 

mod list:

(0) Skyrim.esm

(1) Update.esm

(2) Dawnguard.esm

(3) HearthFires.esm

(4) Dragonborn.esm

(5) hdtHighHeel.esm

(6) RaceCompatibility.esm

(7) SexLab.esm

(8) SexLab Attraction.esm

(9) ZaZAnimationPack.esm

(10) Devious Devices - Assets.esm

(11) SexLabAroused.esm

(12) Devious Devices - Integration.esm

(13) Devious Devices - Expansion.esm

(14) PSQ PlayerSuccubusQuest.esm

(15) Devious Deviants.esp

(16) Captured Dreams.esp

(17) AmazingFollowerTweaks.esp

(18) DeviousRegulations.esp

(19) SkyUI.esp

(20) SuccubusRaceLite.esp

(21) DeviouslyHelpless.esp

(22) Darklilith.esp

(23) My Home Is Your Home.esp

(24) mmbedroll1.esp

(25) SexLab Slut Shout.esp

(26) Zipsuit.esp

(27) MF_RadiantProstitution.esp

(28) Spriggan Armor 2.esp

(29) Alternate Start - Live Another Life.esp

 

 

mind you this log is less than 20 minutes of game time, but you pinned it on the nose when you said its tracking my items, i started testing putting items in a barrel or container and re-grabbing them, just to see if the issue is still there or not after making changes to the mods

 

think at this point unless you/somebody has any ideas overnite on how to fix this, i may end up renaming the folder to storage and reinstall skyrim tomorrow, but that still holds the possibility of the issue coming back as i reinstall the mods gonna have to retest after each mod for something i'd never thought to test for - why would anybody want to enable item logging

Papyrus.0.log

Posted

A few things about the BYOH scripts I have found:

Bethesda is stupid, really stupid, especially whoever built the Hearthfires DLC

The BYOHBuildingPlayerScript constantly checks the player location (every time it changes) and every item you pick up or drop. Why?

- The item pick up and drop is looking to see if you have any logs (yes, logs) to add to a pile.

- The location is checked so that:

--- It can enable and disable furniture (did you know it disabled all the furniture when you left and enabled it again when you returned?)

--- see if bandits attack while you are not home

--- see if you left a lumber mill

--- see if it needs to send you the letter from Siddgeir

--- remember when you were last at the house

Did I mention Bethesda is stupid? Just wanted to make sure...

 

This script is active at all times and starts when the game does. It uses the 'Trace' command to add the data to the papyrus log but I have it enabled as well so I am not sure why it doesn't show up in my logs. You can try setting 'bEnableTrace' to 0 in the Skyrim.ini file in the Papyrus section and it should stop spamming the log with it.

Posted

The BYOHBuildingPlayerScript constantly checks the player location (every time it changes) and every item you pick up or drop. Why?

 

didn't found that script in my save

didn't found it in my script folder either

i look for it in heartfire bsa, but it's not there too

 

 

VAYCgKC.jpg

 

 

 

isn't that script coming from a fail mod?

 

Posted

Nope, it is part of Hearthfire. I opened it in the CK and the BYOHBuildingPlayerScript is on the Player Alias:

post-101267-0-12709700-1431948661_thumb.jpg

post-101267-0-43438300-1431948930_thumb.jpg

 

That script just calls the functions themselves which are in the BYOHHouseBuildingScript, both are part of the BYOHHouseBuilding quest.

Posted

A few things about the BYOH scripts I have found:

Bethesda is stupid, really stupid, especially whoever built the Hearthfires DLC

The BYOHBuildingPlayerScript constantly checks the player location (every time it changes) and every item you pick up or drop. Why?

- The item pick up and drop is looking to see if you have any logs (yes, logs) to add to a pile.

- The location is checked so that:

--- It can enable and disable furniture (did you know it disabled all the furniture when you left and enabled it again when you returned?)

--- see if bandits attack while you are not home

--- see if you left a lumber mill

--- see if it needs to send you the letter from Siddgeir

--- remember when you were last at the house

Did I mention Bethesda is stupid? Just wanted to make sure...

 

This script is active at all times and starts when the game does. It uses the 'Trace' command to add the data to the papyrus log but I have it enabled as well so I am not sure why it doesn't show up in my logs. You can try setting 'bEnableTrace' to 0 in the Skyrim.ini file in the Papyrus section and it should stop spamming the log with it.

thanks vel, i'll try that

 

edit:

that did the trick, thanks again vel

unchanged results in papyrus.1 with no mods running

 

Papyrus]

bEnableLogging=1

bEnableTrace=0

bLoadDebugInformation=1

 

papyrus.0 file same mods

spread the word

Papyrus.1.log

Papyrus.0.log

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