Violence6884 Posted July 25, 2017 Posted July 25, 2017 I don't know. I think FF domain is used for dynamic items that don't have static refid already assigned to them, I've mostly seen IDs with FF starting characters used for generated NPCs, like bandits and necromancers, I remember seeing FF for most NPCs when I wanted to summon a master NPC or the NPCs I enslaved through PAHE/BetterVampires. I can't remember seeing FF used for anything but vanilla references, actually, not sure mods can even use that space. An actor base in that domain seems odd, though. I thought actorbases are like templates you use to make other actors with similar traits. They aren't actual actors, they can't (shouldn't) have instances, so have no use for dynamic objid, and would not need extra space in memory. Sounds exhausting but you could try removing mod and loading into new games until it stops happening. If you want to remove altstart and still check with a new game, you can quickly enter the game skipping the intro by opening console from the start menu and typing "coc _cellname_" into console, you'll load into the game as the default nord male, but you can still check stuff quickly without altstart. WhiterunBreezehome works as a decent cellhame for quick loading into the game, if you have zap you can use zbftestzone as a zone to COC too as well, qasmoke if you have dragonborn DLC Thanks for the reply. Quite strange indeed. You mentioned that these are used for generated NPC like bandits - Could this be somehow related with that glitch that generates extra invisible bodies? You can't target them on console, they can be carried by pressing E normally, looted too. I encountered this yesterday for the first time, killed 4 bandits then saved and loaded and there were 2 more corpses which were invisible. In the end I used JaxzPositioner and managed to reset them out of curiosity. Seemed to fix it although I had to kill them both obviously. A quick search showed me I am not the only one to encounter this glitch. I read somewhere that it's an XPMSE issue.
Polonium Posted July 26, 2017 Posted July 26, 2017 I've been experiencing a bug: When a follower approaches with an item and "crdePlayerMonitorFollowerFoundItem"(What is that) fires, the option "crdePlayerMonitorFollowerQuestionIntent"(what did you have in mind) does not show and if crdePlayerMonitorFollowerPlayerMentionsSize(I wonder if it fits) is chosen, the game will only add the item if the "Oh you were into this kind of stuff?|Now that I know I'll keep an eye out for more.|Here, try it on then." response is available (I.E. follower_thinks_player_sub_var == 0). Also, if the player is gagged, "Oh did you want to try it on? Lets see if it fits you then..." will never trigger only "Oh did you want to try it on? I guess I can save it for later, since you're already wearing the same thing." I'm sorry if this has been adressed elsewhere in the thread, I could not find it.
Verstort Posted July 26, 2017 Author Posted July 26, 2017 Can I get a papyrus log? If not a log, can I get a save file made after one of these bugged approaches? "What did you have in mind?" shows up if any of the possible follower responses are available, there are 8, right this second the only obvious way you can prevent any of them from showing up is if the player is gagged, or the item availability is completely corrupted. Should be working. However sounds like a bigger issue if you don't get items adding correctly through all but one dialogue. I'm expecting some weird errors in your papyrus log. Not sure why "Oh did you want to try it on? Lets see if it fits you then..." would never trigger. The conditions for it to trigger are simple enough, the player has to have a slot to wear and be gagged... Maybe what's messing with the rest of dialogue is also messing with this one.
Polonium Posted July 27, 2017 Posted July 27, 2017 Can I get a papyrus log? If not a log, can I get a save file made after one of these bugged approaches? "What did you have in mind?" shows up if any of the possible follower responses are available, there are 8, right this second the only obvious way you can prevent any of them from showing up is if the player is gagged, or the item availability is completely corrupted. Should be working. However sounds like a bigger issue if you don't get items adding correctly through all but one dialogue. I'm expecting some weird errors in your papyrus log. Not sure why "Oh did you want to try it on? Lets see if it fits you then..." would never trigger. The conditions for it to trigger are simple enough, the player has to have a slot to wear and be gagged... Maybe what's messing with the rest of dialogue is also messing with this one. Here, these logs are of games in which this happened. Papyrus.3.log Papyrus.2.log
leirisal Posted July 28, 2017 Posted July 28, 2017 You mentioned DDi version 4 in this last change log. Isn't it still in version 3.3?
Clea Strange Posted July 28, 2017 Posted July 28, 2017 I'm going to be using this on a new playthrough when I'm done with my current one and I'm wondering whats the verdict for Captured Dreams and this, are they compatible
Verstort Posted July 28, 2017 Author Posted July 28, 2017 You mentioned DDi version 4 in this last change log. Isn't it still in version 3.3? The beta has a tentative version number of 4.0. In the beta kimy has removed all zbfworngag keywords from gags, a extra ZAP keyword that was included so that ZAP functions and mods only using ZAP would still detect DD gags, but she removed them in 4.0 and I had to go through the dialogue and change the detection to DD gags instead, since I used to use zbfworngag to detect both. There seem to be enough users using the beta for me to switch it over early. I'm going to be using this on a new playthrough when I'm done with my current one and I'm wondering whats the verdict for Captured Dreams and this, are they compatible DEC uses CD styled DD items. DEC can use the CD enslavement start as a enslavement outcome. DEC should not interfere while CD is active. CD actors never approach the player in DEC because the context is wrong (master has a tight grip on them all, most of them are in chastity, master's style doesn't match the dialogue so she doesn't aproach directly) That said I haven't tested against everything CD offers in awhile... but nobody has posted a bug with CD recently so everything should still be good.
Monoman1 Posted July 29, 2017 Posted July 29, 2017 Hey Verstort. Did you ever figure out which mod is adding non-DD, Zaz items to male npcs? Oh and Frost approached my character today asking for some loving. Oh how I LOLed. I politely declined. Only happened once though, so might not be anything to worry about.
Verstort Posted July 29, 2017 Author Posted July 29, 2017 Hey Verstort. Did you ever figure out which mod is adding non-DD, Zaz items to male npcs? Oh and Frost approached my character today asking for some loving. Oh how I LOLed. I politely declined. Only happened once though, so might not be anything to worry about. http://www.loverslab.com/topic/54135-deviously-enslaved-continued/page-61?do=findComment&comment=1883942 Seems to think it's sexlab sexual fame
Polonium Posted July 30, 2017 Posted July 30, 2017 Here is a zip with some saves in which the error has occured, to go with the logs in my previous posts. Hope this helps! quicksave.zip
Verstort Posted July 30, 2017 Author Posted July 30, 2017 Was it not fixed in 13.9.2? Which version was this save made with?
Polonium Posted July 31, 2017 Posted July 31, 2017 Was it not fixed in 13.9.2? Which version was this save made with? Sorry, I somehow missed the update, will download and try again.
Polonium Posted July 31, 2017 Posted July 31, 2017 Ok, I've tested the latest version (13.9.2) a bit and it seems the approach bug still occurs when followerthingsplayersub is 3 or greater (>=3). Papyrus.0.log Skyrim.zip
Verstort Posted July 31, 2017 Author Posted July 31, 2017 Ok, I've tested the latest version (13.9.2) a bit and it seems the approach bug still occurs when followerthingsplayersub is 3 or greater (>=3). You posted several small bugs here: http://www.loverslab.com/topic/54135-deviously-enslaved-continued/?p=1965698 not sure which one you mean by "the approach bug". Can I assume the first bug you mentioned, the one where "what did you have in mind" was not available? I'll retest everything tonight with thinksplayersub >=3, although I thought there would be enough dialogue for at least one option to show up from there. Your log has one minor bug that keeps annoying me but I don't think it matters to your problem: an NPC has been selected to approach you but that NPC has no actor, and no actor name. I doubt this means anything, your follower shouldn't have a NONE actor, and your bugs are related to dialogue after the approach has worked correctly. There is a bug at the start of your log suggesting you don't have slavetats installed, which is normal if you don't. One of the minor bugs you reported, that the option to put items on the player while gagged is not available, is working as intended at the end of your log, where it would appear the item that has been selected to put on the player is already on the player "[CRDE] for keyword: [Keyword <zad_DeviousBelt (08003330)>] availability is 1" where availability 1 is player obstructed, 2 player open but follower not, 3 both open Can I take it that others downloaded the file before I did that there are lurkers here with the same issue as Polonium? Edit: yeah if the follower isn't interested in trying them on (sub < 0) and the player already has one there isn't a dialogue for that tree
Polonium Posted August 1, 2017 Posted August 1, 2017 Ok, I've tested the latest version (13.9.2) a bit and it seems the approach bug still occurs when followerthingsplayersub is 3 or greater (>=3). You posted several small bugs here: http://www.loverslab.com/topic/54135-deviously-enslaved-continued/?p=1965698 not sure which one you mean by "the approach bug". Can I assume the first bug you mentioned, the one where "what did you have in mind" was not available? I'll retest everything tonight with thinksplayersub >=3, although I thought there would be enough dialogue for at least one option to show up from there. Your log has one minor bug that keeps annoying me but I don't think it matters to your problem: an NPC has been selected to approach you but that NPC has no actor, and no actor name. I doubt this means anything, your follower shouldn't have a NONE actor, and your bugs are related to dialogue after the approach has worked correctly. There is a bug at the start of your log suggesting you don't have slavetats installed, which is normal if you don't. One of the minor bugs you reported, that the option to put items on the player while gagged is not available, is working as intended at the end of your log, where it would appear the item that has been selected to put on the player is already on the player "[CRDE] for keyword: [Keyword <zad_DeviousBelt (08003330)>] availability is 1" where availability 1 is player obstructed, 2 player open but follower not, 3 both open Can I take it that others downloaded the file before I did that there are lurkers here with the same issue as Polonium? Edit: yeah if the follower isn't interested in trying them on (sub < 0) and the player already has one there isn't a dialogue for that tree Sorry, I meant that the dialogue does not go to "crdePlayerMonitorFollowerQuestionIntent"(what did you have in mind) after approach. Hope that helps.
Verstort Posted August 2, 2017 Author Posted August 2, 2017 Ok, I've tested the latest version (13.9.2) a bit and it seems the approach bug still occurs when followerthingsplayersub is 3 or greater (>=3). You posted several small bugs here: http://www.loverslab.com/topic/54135-deviously-enslaved-continued/?p=1965698 not sure which one you mean by "the approach bug". Can I assume the first bug you mentioned, the one where "what did you have in mind" was not available? I'll retest everything tonight with thinksplayersub >=3, although I thought there would be enough dialogue for at least one option to show up from there. Your log has one minor bug that keeps annoying me but I don't think it matters to your problem: an NPC has been selected to approach you but that NPC has no actor, and no actor name. I doubt this means anything, your follower shouldn't have a NONE actor, and your bugs are related to dialogue after the approach has worked correctly. There is a bug at the start of your log suggesting you don't have slavetats installed, which is normal if you don't. One of the minor bugs you reported, that the option to put items on the player while gagged is not available, is working as intended at the end of your log, where it would appear the item that has been selected to put on the player is already on the player "[CRDE] for keyword: [Keyword <zad_DeviousBelt (08003330)>] availability is 1" where availability 1 is player obstructed, 2 player open but follower not, 3 both open Can I take it that others downloaded the file before I did that there are lurkers here with the same issue as Polonium? Edit: yeah if the follower isn't interested in trying them on (sub < 0) and the player already has one there isn't a dialogue for that tree Sorry, I meant that the dialogue does not go to "crdePlayerMonitorFollowerQuestionIntent"(what did you have in mind) after approach. Hope that helps. There are two ways to get to that topic, one is from WhatIsit and the other is from Iwonderifitfits, which can round around back to that choice. The first one seems to be working as intended ). There is no dialogue options presently for it the player is sub, follower is not sub, and the item randomly selected is already worn on the player. (does not take into account if the player already has it). It would not show up because all of the follower responses assumed other conditions, and no dialogue had taken that into account. On your save I found it would show up fine when the randomly selected item wasn't already worn by the player and wouldn't work when the player was already wearing it. The later way to get to that dialogue is randomly selected; harder to test for haven't gotten a good dice roll yet. I'm writing two new dialogue options to compensate: one where the follower swaps the items the player already has with the new ones (haven't gotten it working yet), and one where the follower saves for later (no more functionality, just adds it to their inventory). Not sure what else to put for dialogue here, except maybe another holds onto it themselves option but they mention selling it later. This isn't really a bug just a gap in the dialogue tree, happens when I run out of creativity and there are BDSM follower+player+equipment combinations I forget to take into account. If you find any more holes like this, where whole branches of dialogue don't work where you think they should, let me know.
noobykinz Posted August 2, 2017 Posted August 2, 2017 I have seemed to hit a stump with this. My problem is that the armor from all males no matter what male it is his armor is either unequipped or just gone. Banished from the world. Whenever I see a male it gives me an error at the top of my screen saying CDRE can't(that's all I remember) and it says something about male chest set to 0
Verstort Posted August 2, 2017 Author Posted August 2, 2017 You're going to need to be more specific, I'm afraid. Grab the whole of the error or give me a papyrus log from the session where you saw the error.
stillnofunnylogin Posted August 8, 2017 Posted August 8, 2017 So I'm pickpocketing prisoners in Ravenbeak Remastered, and the log shows this: [08/07/2017 - 10:04:51PM] ERROR: Unable to call IsLocked - no native object bound to the script object, or object is of incorrect type stack: [<NULL form> (FF00171F)].ObjectReference.IsLocked() - "<native>" Line ? [ (9A043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 15 [08/07/2017 - 10:04:51PM] warning: Assigning None to a non-object variable named "::temp0" stack: [ (9A043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 15 [08/07/2017 - 10:04:51PM] ERROR: Unable to call GetNumItems - no native object bound to the script object, or object is of incorrect type stack: [<NULL form> (FF00171F)].ObjectReference.GetNumItems() - "<native>" Line ? [ (9A043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 15 [08/07/2017 - 10:04:51PM] warning: Assigning None to a non-object variable named "::temp1" stack: [ (9A043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 15 Two Three questions: 1) What is PRKF_crdeContainerPerk_08043322 ? 2) If I have disabled the follower find devices, (the only feature I know of related to containers in your mod), is there a way to disable this container perk? 3) Is the null object in the npc's inventory, or is it a property of the NPC that has been set incorrectly (if you can tell)? Thanks
Verstort Posted August 8, 2017 Author Posted August 8, 2017 So I'm pickpocketing prisoners in Ravenbeak Remastered, and the log shows this: [08/07/2017 - 10:04:51PM] ERROR: Unable to call IsLocked - no native object bound to the script object, or object is of incorrect type stack: [<NULL form> (FF00171F)].ObjectReference.IsLocked() - "<native>" Line ? [ (9A043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 15 [08/07/2017 - 10:04:51PM] warning: Assigning None to a non-object variable named "::temp0" stack: [ (9A043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 15 [08/07/2017 - 10:04:51PM] ERROR: Unable to call GetNumItems - no native object bound to the script object, or object is of incorrect type stack: [<NULL form> (FF00171F)].ObjectReference.GetNumItems() - "<native>" Line ? [ (9A043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 15 [08/07/2017 - 10:04:51PM] warning: Assigning None to a non-object variable named "::temp1" stack: [ (9A043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 15 Two Three questions: 1) What is PRKF_crdeContainerPerk_08043322 ? 2) If I have disabled the follower find devices, (the only feature I know of related to containers in your mod), is there a way to disable this container perk? 3) Is the null object in the npc's inventory, or is it a property of the NPC that has been set incorrectly (if you can tell)? Thanks Weird that I haven't seen that bug before... I should have seen that bug all over the place... I need to test tomorrow night when I have time. 1) that is the papyrus script that handles the logic for followers finding items in containers. Actually all it does is check if it is a container and if it's not invalid and increments a counter that we read later. It's attached to a perk on the player. 2) the perk is not disabled when you disable the follower finding functionality, the script load for container perk is tiny, dynamically adding and removing it is doable It just never occurred to me before now, I can see about doing that in the future. I think there is a way to manually remove perks from the player through console, but I can't remember what is. You probably need to look it up with help in the console, or by looking it up through tes5edit to find the ID/Name to remove it from the player. That said, it's not actually hurting anything, just flooding your log with error text. The only consequence is that those containers you tried to open (pickpocketing NPCs is the same thing to the code) won't work, which is fine for your case at least edit: http://elderscrolls.wikia.com/wiki/Console_Commands_(Skyrim)/Perks looks simple enough, and the ID for the perk is xx043322, where xx is the hex load order for Deviously enslaved continued on your computer 3) 90% sure (no recollection of seeing the error before is adding doubt) that it's complaining that we are calling IsLocked() on an actor, which cannot be locked. I think I've already fixed it by putting that logic AFTER testing if the container is a body or not first, but it's too late tonight to test anything, going to bed. If you cant wait for me to test it, this file goes in *mod*/Scripts, or Skyrim/Data/Scripts if you aren't using a mod manager PRKF_crdeContainerPerk_08043322.pex
stillnofunnylogin Posted August 8, 2017 Posted August 8, 2017 So I'm pickpocketing prisoners in Ravenbeak Remastered, and the log shows this: [08/07/2017 - 10:04:51PM] ERROR: Unable to call IsLocked - no native object bound to the script object, or object is of incorrect type stack: [<NULL form> (FF00171F)].ObjectReference.IsLocked() - "<native>" Line ? [ (9A043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 15 [08/07/2017 - 10:04:51PM] warning: Assigning None to a non-object variable named "::temp0" stack: [ (9A043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 15 [08/07/2017 - 10:04:51PM] ERROR: Unable to call GetNumItems - no native object bound to the script object, or object is of incorrect type stack: [<NULL form> (FF00171F)].ObjectReference.GetNumItems() - "<native>" Line ? [ (9A043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 15 [08/07/2017 - 10:04:51PM] warning: Assigning None to a non-object variable named "::temp1" stack: [ (9A043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 15 Two Three questions: 1) What is PRKF_crdeContainerPerk_08043322 ? 2) If I have disabled the follower find devices, (the only feature I know of related to containers in your mod), is there a way to disable this container perk? 3) Is the null object in the npc's inventory, or is it a property of the NPC that has been set incorrectly (if you can tell)? Thanks Weird that I haven't seen that bug before... I should have seen that bug all over the place... I need to test tomorrow night when I have time. 1) that is the papyrus script that handles the logic for followers finding items in containers. Actually all it does is check if it is a container and if it's not invalid and increments a counter that we read later. It's attached to a perk on the player. 2) the perk is not disabled when you disable the follower finding functionality, the script load for container perk is tiny, dynamically adding and removing it is doable It just never occurred to me before now, I can see about doing that in the future. I think there is a way to manually remove perks from the player through console, but I can't remember what is. You probably need to look it up with help in the console, or by looking it up through tes5edit to find the ID/Name to remove it from the player. That said, it's not actually hurting anything, just flooding your log with error text. The only consequence is that those containers you tried to open (pickpocketing NPCs is the same thing to the code) won't work, which is fine for your case at least edit: http://elderscrolls.wikia.com/wiki/Console_Commands_(Skyrim)/Perks looks simple enough, and the ID for the perk is xx043322, where xx is the hex load order for Deviously enslaved continued on your computer 3) 90% sure (no recollection of seeing the error before is adding doubt) that it's complaining that we are calling IsLocked() on an actor, which cannot be locked. I think I've already fixed it by putting that logic AFTER testing if the container is a body or not first, but it's too late tonight to test anything, going to bed. If you cant wait for me to test it, this file goes in *mod*/Scripts, or Skyrim/Data/Scripts if you aren't using a mod manager I have enough mods throwing scripts on inventory events that every little bit helps. So far, so good. The error has not come up in my log with the new script file you posted in this play session. Thanks
stillnofunnylogin Posted August 10, 2017 Posted August 10, 2017 So I'm pickpocketing prisoners in Ravenbeak Remastered, and the log shows this: [08/07/2017 - 10:04:51PM] ERROR: Unable to call IsLocked - no native object bound to the script object, or object is of incorrect type stack: [<NULL form> (FF00171F)].ObjectReference.IsLocked() - "<native>" Line ? [ (9A043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 15 [08/07/2017 - 10:04:51PM] warning: Assigning None to a non-object variable named "::temp0" stack: [ (9A043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 15 [08/07/2017 - 10:04:51PM] ERROR: Unable to call GetNumItems - no native object bound to the script object, or object is of incorrect type stack: [<NULL form> (FF00171F)].ObjectReference.GetNumItems() - "<native>" Line ? [ (9A043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 15 [08/07/2017 - 10:04:51PM] warning: Assigning None to a non-object variable named "::temp1" stack: [ (9A043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 15 Two Three questions: 1) What is PRKF_crdeContainerPerk_08043322 ? 2) If I have disabled the follower find devices, (the only feature I know of related to containers in your mod), is there a way to disable this container perk? 3) Is the null object in the npc's inventory, or is it a property of the NPC that has been set incorrectly (if you can tell)? Thanks Weird that I haven't seen that bug before... I should have seen that bug all over the place... I need to test tomorrow night when I have time. 1) that is the papyrus script that handles the logic for followers finding items in containers. Actually all it does is check if it is a container and if it's not invalid and increments a counter that we read later. It's attached to a perk on the player. 2) the perk is not disabled when you disable the follower finding functionality, the script load for container perk is tiny, dynamically adding and removing it is doable It just never occurred to me before now, I can see about doing that in the future. I think there is a way to manually remove perks from the player through console, but I can't remember what is. You probably need to look it up with help in the console, or by looking it up through tes5edit to find the ID/Name to remove it from the player. That said, it's not actually hurting anything, just flooding your log with error text. The only consequence is that those containers you tried to open (pickpocketing NPCs is the same thing to the code) won't work, which is fine for your case at least edit: http://elderscrolls.wikia.com/wiki/Console_Commands_(Skyrim)/Perks looks simple enough, and the ID for the perk is xx043322, where xx is the hex load order for Deviously enslaved continued on your computer 3) 90% sure (no recollection of seeing the error before is adding doubt) that it's complaining that we are calling IsLocked() on an actor, which cannot be locked. I think I've already fixed it by putting that logic AFTER testing if the container is a body or not first, but it's too late tonight to test anything, going to bed. If you cant wait for me to test it, this file goes in *mod*/Scripts, or Skyrim/Data/Scripts if you aren't using a mod manager I have enough mods throwing scripts on inventory events that every little bit helps. So far, so good. The error has not come up in my log with the new script file you posted in this play session. Thanks Would the updated script you posted apply to prevent the above error on actual containers? I started a new game since I thought I found a major source of null object errors and committed tes5edit surgery on one of my installed mods, and now I'm seeing a crde perk error again [08/10/2017 - 03:12:17AM] warning: Assigning None to a non-object variable named "::temp5" stack: [ (99043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 25 I'm just not sure whether I was looting chests or corpses.
Yuuen Posted August 10, 2017 Posted August 10, 2017 Version 13.9.2 and Prison Overhaul patch version 8s seem to kill each other. Added it in on a very new game, POP suddenly calls for a hard restart then breaks completely and DEC doesn't activate at all. Going to downgrade to 13.9.0 and see what happens. Edit: Seems to also break.
Verstort Posted August 10, 2017 Author Posted August 10, 2017 So I'm pickpocketing prisoners in Ravenbeak Remastered, and the log shows this: [08/07/2017 - 10:04:51PM] ERROR: Unable to call IsLocked - no native object bound to the script object, or object is of incorrect type stack: [<NULL form> (FF00171F)].ObjectReference.IsLocked() - "<native>" Line ? [ (9A043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 15 [08/07/2017 - 10:04:51PM] warning: Assigning None to a non-object variable named "::temp0" stack: [ (9A043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 15 [08/07/2017 - 10:04:51PM] ERROR: Unable to call GetNumItems - no native object bound to the script object, or object is of incorrect type stack: [<NULL form> (FF00171F)].ObjectReference.GetNumItems() - "<native>" Line ? [ (9A043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 15 [08/07/2017 - 10:04:51PM] warning: Assigning None to a non-object variable named "::temp1" stack: [ (9A043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 15 Two Three questions: 1) What is PRKF_crdeContainerPerk_08043322 ? 2) If I have disabled the follower find devices, (the only feature I know of related to containers in your mod), is there a way to disable this container perk? 3) Is the null object in the npc's inventory, or is it a property of the NPC that has been set incorrectly (if you can tell)? Thanks Weird that I haven't seen that bug before... I should have seen that bug all over the place... I need to test tomorrow night when I have time. 1) that is the papyrus script that handles the logic for followers finding items in containers. Actually all it does is check if it is a container and if it's not invalid and increments a counter that we read later. It's attached to a perk on the player. 2) the perk is not disabled when you disable the follower finding functionality, the script load for container perk is tiny, dynamically adding and removing it is doable It just never occurred to me before now, I can see about doing that in the future. I think there is a way to manually remove perks from the player through console, but I can't remember what is. You probably need to look it up with help in the console, or by looking it up through tes5edit to find the ID/Name to remove it from the player. That said, it's not actually hurting anything, just flooding your log with error text. The only consequence is that those containers you tried to open (pickpocketing NPCs is the same thing to the code) won't work, which is fine for your case at least edit: http://elderscrolls.wikia.com/wiki/Console_Commands_(Skyrim)/Perks looks simple enough, and the ID for the perk is xx043322, where xx is the hex load order for Deviously enslaved continued on your computer 3) 90% sure (no recollection of seeing the error before is adding doubt) that it's complaining that we are calling IsLocked() on an actor, which cannot be locked. I think I've already fixed it by putting that logic AFTER testing if the container is a body or not first, but it's too late tonight to test anything, going to bed. If you cant wait for me to test it, this file goes in *mod*/Scripts, or Skyrim/Data/Scripts if you aren't using a mod manager I have enough mods throwing scripts on inventory events that every little bit helps. So far, so good. The error has not come up in my log with the new script file you posted in this play session. Thanks Would the updated script you posted apply to prevent the above error on actual containers? I started a new game since I thought I found a major source of null object errors and committed tes5edit surgery on one of my installed mods, and now I'm seeing a crde perk error again [08/10/2017 - 03:12:17AM] warning: Assigning None to a non-object variable named "::temp5" stack: [ (99043322)].PRKF_crdeContainerPerk_08043322.Fragment_2() - "PRKF_crdeContainerPerk_08043322.psc" Line 25 I'm just not sure whether I was looting chests or corpses. There weren't more errors before that? Assigning None to a non-object @temp* typically happens after another error of some other kind, ergo, the interpreter tried to keep going but the code was already fucked because the last line didn't work. I've already changed the container script again because of another unrelated error I found, and assuming I didn't move the code any, it's on the same line, but I need to recompile it looking at the timestamps, sometime tonight You could try resetting the perk by resetting mods detection in the debug menu, that should manually reset the perk as well. Forgot to mention that last time, since I'm still not sure what conditions cause the perk not to update with new files. Version 13.9.2 and Prison Overhaul patch version 8s seem to kill each other. Added it in on a very new game, POP suddenly calls for a hard restart then breaks completely and DEC doesn't activate at all. Going to downgrade to 13.9.0 and see what happens. Edit: Seems to also break. What the hell...? I'll see if I can replicate on my end tonight. Can I get a log in case I don't get the same thing? Edit: Well I was right I hadn't been using hte newest DDe/POPX, but upgrading to 8s and the last DDe I don't see any issues, no bugs reporting, DEC humming away as normal in old save and new game. Did you remember to include DDe in your load order?
Yuuen Posted August 11, 2017 Posted August 11, 2017 ~snip Version 13.9.2 and Prison Overhaul patch version 8s seem to kill each other. Added it in on a very new game, POP suddenly calls for a hard restart then breaks completely and DEC doesn't activate at all. Going to downgrade to 13.9.0 and see what happens. Edit: Seems to also break. What the hell...? I'll see if I can replicate on my end tonight. Can I get a log in case I don't get the same thing? Edit: Well I was right I hadn't been using hte newest DDe/POPX, but upgrading to 8s and the last DDe I don't see any issues, no bugs reporting, DEC humming away as normal in old save and new game. Did you remember to include DDe in your load order? You may be right in that it might not be an issue with DEC itself, I remember 8s breaking at random times during my playthrough. I don't use DDe because from what I saw, it was optional and since my load order is pushing the 240's (I need to do some more merging) I try not to add things unless I feel I need them or will actively use it. If that is the case, then that's one thing, but it doesn't really make sense as to why DEC doesn't start when I install it and it sort of doubles down on what I came here about last time, where it will just sometimes randomly break and the save can't be used unless I disable DEC, clean the save as deep as I can, then when I get back in, wait a few game hours to refresh the MCM, clean the save again and then try to reinstall. Sometimes that works, sometimes it doesn't and i basically give up on it for a while. I don't really have much that activates on game-load, i try to avoid that stuff like the plague. But maybe the few I do messes with DEC?
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