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script error from TTW.esm in console

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mamelukturbo
Posts: 54
Joined: Sat Jan 24, 2015 10:11 am

script error from TTW.esm in console

Post by mamelukturbo » Sun Feb 22, 2015 2:37 pm

Hi,


while browsing/deleting my screenshots I came across this:


[url=http://imgur.com/6anNaxY][img]http://i.imgur.com/6anNaxYl.jpg[/img][/url]


I play multiple characters with multiple MO profiles so I'm not really sure which one is it and what mods were active. By the date of creation of the screenshot though it's form the most recent 2.8.1 release - I updated as soon as the 2.8 appeared, then updated again to 2.8.1 all on save from 2.7.3 (2? or w/e the latest version before 2.8 was). Could this cause the error? If I could reproduce it (I went to outcasts on the chars I use but the error did not pop up by just standing around and I forgot what else I did since I captured the error screenshot pretty much by accident) I'd try on fresh char.


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Kill me again or take me as I am, for I shall not change.

mamelukturbo
Posts: 54
Joined: Sat Jan 24, 2015 10:11 am

As I said I'm not sure which

Post by mamelukturbo » Sun Feb 22, 2015 2:54 pm

As I said I'm not sure which mods were active (I have TTW only, TTW+NV mods, TTW+FO3 covnerted mods, TTW+all mods profiles in MO)


I investigated a bit more and found the culprit (I think)


The script is from TalewOfTwoWastelands.esm, which is [10] in my load order, the script is called RestoreHotkeys [SCPT:1001860C] and it contains following: http://pastebin.com/mAWKVpFn


In the profiles which use the TTW_OutcastTrading.esp the script is referenced by TTW_OutcastTrading.esp \ Script \ XX00377D <TTWOutcastTradePlayerContSCPT> where it is called in this block: http://pastebin.com/Bm4S8RD7


so the script does not get activated and the error doesn't show up unless using the TTW_OutcastTrading.esp I guess? Finding more about it is past my very limited scripting knowledge.


edit: the TTW_OutcastTrading.esp I'm using is the one from the TTW Optional Files generated by 2.8.1 installer


Kill me again or take me as I am, for I shall not change.

TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

Jax was working on Outcast

Post by TJ » Mon Feb 23, 2015 2:21 pm

Jax was working on Outcast Trading for this latest release, it's possible something has gone wrong.


My project Dash is on Kickstarter!



JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

I did a test run on a new

Post by JaxFirehart » Mon Feb 23, 2015 6:10 pm

I did a test run on a new game with vanilla TTW and had no issues.


download the latest NVSE beta and try again, let me know if its still causing issues



mamelukturbo
Posts: 54
Joined: Sat Jan 24, 2015 10:11 am

I don't have access to my

Post by mamelukturbo » Thu Feb 26, 2015 1:48 pm

I don't have access to my gaming computer atm (except via TemViewer) but the version of NVSE I use is newer than your link as I use NVSE 4.6 beta 2 (NVSE=40602 in console). Do you still want me to try with the public beta 1 release when I get back to my machine?


I've no idea where I obtained the nvse 4.6 beta 2, the only vague thing I associate with it is I got it off some NVSE [REL] thread on bethsoft forums or some such.


edit: according to the beta2 changelog the only change to beta1 is:



4.6 Beta 02


Fixes:


if adding too many user defined handler (as in more than two :) ), the callback list of previous event handler got corrupted.


 

Kill me again or take me as I am, for I shall not change.

JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

The one you have should be

Post by JaxFirehart » Thu Feb 26, 2015 3:15 pm

The one you have should be fine then. Is this an existing game, as in, before you updated to 2.8 were you already playing this save/character on 2.7?



mamelukturbo
Posts: 54
Joined: Sat Jan 24, 2015 10:11 am

Hi, I've just tested same

Post by mamelukturbo » Thu Feb 26, 2015 9:27 pm

Hi, I've just tested same more and got more feedback. This all on save which was originally 2.7 when new char, now updated up to 2.8.1 with this load order http://pastebin.com/RKQinbyT and the save is 81 hours long.


As soon as I select the option which opens the barter window these 2 errors pop up: http://pastebin.com/6ciVXA3L


then I hear my items he doesn't want disappear and while I try to barter remaining items none are moved but on each click this error is produced in console: Original Container Ref: NONE


after I exit the barter and dialogue with Casdin these error (this many times) pops up: http://pastebin.com/3McSQ6jK


then he returns all items (I hope all lol, of note are the items such as 4d storage device from AWOP is readded but it's effect is not reapplied = need to drop them and pick them again) and what is somewhat interesting is that the weapons get rebound to the hotkeys, BUT not all of them:


weapons that were on 3,5,6,7 rebind correctly


weapons that were 1,4,8 do not rebind and have to be rebound manually (if it's relevant they were 1 - Liberator (melee 1h, no mods), 4 - Service Rifle Mk II (from AWOP) with non-WMX mods (using the reflex sight mod on service rifles), 8 - Wattz 2000 Rifle with all WMX mods.


Would it be helpful to you if I tested on new character? If so, do I need to play the whole Vault 101 or is it irelevant to the issue and I can just coc there form menu ? With all my mods or with vanilla TTW only?


Kill me again or take me as I am, for I shall not change.

JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

Try making a clean save with

Post by JaxFirehart » Thu Feb 26, 2015 10:01 pm

Try making a clean save with outcast trading disabled and then re-enable it and try again.



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RoyBatty
Gary
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Location: Vault 108

I had the issue with the 4D

Post by RoyBatty » Fri Feb 27, 2015 4:07 am

I had the issue with the 4D devices too, rather annoying that... I suppose that also applies to Lucky's 8 ball or any other object which gives an actor effect.


Image

mamelukturbo
Posts: 54
Joined: Sat Jan 24, 2015 10:11 am

I've tried the clean save

Post by mamelukturbo » Fri Feb 27, 2015 6:03 pm

I've tried the clean save (removed TTW trading esps, saved, exit, load, save, exit, activated esps, load) but the issue persist in same manner with same errors. Also as Roy surmises The Lucky 8 Ball suffers from same behaviour, but I remember someone (I think Gribbleshnibbit8) saying in thread mentioning similar issue that next version of NVSE should have function that handles it properly.)


edit: I retrospectively realized that the weapons that I though got rebound in fact didn;t get rebound either since they weren't removed in the first place since they are all energy weapons. Wouldn't this along the error in console point at something failing in the RestoreHotkeys script at the Let command? (I'm cooking from water here, what little of scripting I know mostly pertains to fose not nvse)


Kill me again or take me as I am, for I shall not change.

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