Jump to content

Trying to debug a Papyrus issue


A.J.

Recommended Posts

While the game's perfectly stable, I had an increased script lag and now it became just too much. Also, I'm having weird bugs (immoble/invisible spawns) which suggest me to solve my lag problems first and see if they will solve too.

 

Logging papyrus, I narrowed down 2 things I'd love to solve:

 

First

- One mod modified a lot of vanilla items, adding a script to them. This script is continuously logging "freeze". If I disable the mod, script lag seems definetely better, but still I have a lot of errors when logging begins.

 

Examples:

[01/30/2017 - 06:52:10PM] error: Object with save ID 0x00000000348BDB00 is missing, discarding hit registrations

...

[01/30/2017 - 06:52:10PM] error: Object 0x0000000034673A10 not found on load

 

Disabling the mod, thousands of these lines appear when the game starts logging (I guess it's the script not finding the instances where it was running or something like that?)

So my question is: is it safe to simply ignore this and disable the mod, or should / could I do something via console before uninstalling the mod? (they're all object scripts attached to vanilla objects, no quests involved)

 

-----------

Two

This is the second recurring part:

 

(001FB8C9)].EMSystemTurfScript.OnCellLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\EMSystemTurfScript.psc" Line 60

[01/30/2017 - 06:52:20PM] IP: 0 Instruction: 0 Line: 60

[01/30/2017 - 06:52:20PM] [::nonevar]: None

[01/30/2017 - 06:52:20PM] [::temp8]: 0

[01/30/2017 - 06:52:20PM] [::temp9]: False

[01/30/2017 - 06:52:20PM] [::temp10]: 0

[01/30/2017 - 06:52:20PM] [::temp11]: False

[01/30/2017 - 06:52:20PM] [::temp12]: False

[01/30/2017 - 06:52:20PM] [TurfActors]: []

[01/30/2017 - 06:52:20PM] [::temp13]: False

[01/30/2017 - 06:52:20PM] Dumping stack 8082930:

[01/30/2017 - 06:52:20PM] Frame count: 1 (Page count: 1)

[01/30/2017 - 06:52:20PM] State: Waiting on other stack for call (Freeze state: Freezing)

[01/30/2017 - 06:52:20PM] Type: Initialization Event

[01/30/2017 - 06:52:20PM] Return register: None

[01/30/2017 - 06:52:20PM] Has stack callback: No

[01/30/2017 - 06:52:20PM] Has unbind object: No

[01/30/2017 - 06:52:20PM] Stack trace:

[01/30/2017 - 06:52:20PM] [ (001C648E)].EMSystemTurfScript.OnInit() - "g:\_F4\Art\Raw\ScriptsMilestone\EMSystemTurfScript.psc" Line 52

[01/30/2017 - 06:52:20PM] IP: 0 Instruction: 0 Line: 52

[01/30/2017 - 06:52:20PM] [::nonevar]: None

[01/30/2017 - 06:52:20PM] Dumping stack 8520653:

[01/30/2017 - 06:52:20PM] Frame count: 1 (Page count: 1)

[01/30/2017 - 06:52:20PM] State: Waiting on other stack for call (Freeze state: Freezing)

[01/30/2017 - 06:52:20PM] Type: Normal

[01/30/2017 - 06:52:20PM] Return register: None

[01/30/2017 - 06:52:20PM] Has stack callback: No

[01/30/2017 - 06:52:20PM] Has unbind object: No

 

But this is not only at start, it's continuous (40 Mb logs in a quarter of hour).

I surfed a bit and I found there was some fix on the Unofficial Patch, referring to turrets. But how could I understand what's the source of the problem and how to solve it, or at least how to investigate?

 

Thank you

Link to comment

Hi. The save engine contains all the pointers and the references for all you touched in the game and all scripts that were running.

 

If a mod added scripts and then you removed the mod, the reference to these scripts will not exist anymore and you will get these lines in your log.

 

Now, in many cases, these lines automatically disappear after a while.

But not in a case of bad scripts that were never ending.

In this case, the reference to the script will stay forever in your save game.

 

I am not sure if there is a viable "save cleaner" tool to remove from the save game orphan scripts for FO4.

Link to comment

In this case, the reference to the script will stay forever in your save game.

 

Thank you, I was somewhat feeling it, nice to have a confirmation. But how dangerous do you think it is? I mean, it spits out 1000 errors when it starts logging, then it doesn't write them anymore - could I define it "safe, with a slower loading maybe" or it's still dangerous?

 

And do you have idea of the second part of the message, how could I start looking for the cause of that second error (EMSystemTurfScript.psc)? I can't find a way to narrow down which mod is causing it.

Link to comment

It will only slow down for a minute or two.

Then the scripts are ignored.

 

If a script is written really bad, then the error will persist.

In this case there are no solutions.

Link to comment

 

It will only slow down for a minute or two.

Then the scripts are ignored.

 

If a script is written really bad, then the error will persist.

In this case there are no solutions.

I guess the only way to find it is continuing my game and see what will happen, then.

In the meantime, I've found what EMSystemTurf is, it's a vanilla activator. Why it is causing script delay and spamming continuously on papyrus log is out of my knowledge.

Link to comment

 

Don't know.

 

If it is vanilla and unmodified I may have a look to its code.

EMSystemTurf is an activator, but the error on papyrus log is about EMSystemTurfScript, which I suppose it's the script attached to it.

 

On the Unofficial Patch, I've read a mention about it in a previous update, but I just browsed the BA2 and I couldn't find the pex. So I can only assume that the script causing me lag is the vanilla one, the one I've found inside the Misc archive under SCRIPTS (why did they create 2 different folders, scripts and SCRIPTS? :-O )

Link to comment

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. For more information, see our Privacy Policy & Terms of Use