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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Far Harbor DLC
Category: Papyrus
Assigned To: Sclerocephalus
Platform: All
Severity: Low
Votes: 0
Watching: N/A
Opened By Sclerocephalus on Mar 12, 2017 11:33 pm
Last Edited By Arthmoor on May 5, 2017 10:45 pm
Closed By Arthmoor on May 5, 2017 10:45 pm
Resolution: Fixed
Comment: Fixed for UFO4P 2.0.1.

Issue #22126: DLC03_TentBedActivatorScript - Cannot call DisableNoWait() on a None object

[03/12/2017 - 12:36:19PM] error: Cannot call DisableNoWait() on a None object, aborting function call
stack:
[ (0304F31C)].DLC03:DLC03_TentBedActivatorScript.OnUnload() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\DLC03_TentBedActivatorScript.psc" Line 26
[03/12/2017 - 12:36:19PM] error: Cannot call Delete() on a None object, aborting function call
stack:
[ (0304F31C)].DLC03:DLC03_TentBedActivatorScript.OnUnload() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\DLC03_TentBedActivatorScript.psc" Line 27
[03/12/2017 - 12:39:16PM] error: Cannot call DisableNoWait() on a None object, aborting function call
stack:
[ (0304F2B4)].DLC03:DLC03_TentBedActivatorScript.OnUnload() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\DLC03_TentBedActivatorScript.psc" Line 26
[03/12/2017 - 12:39:16PM] error: Cannot call DisableNoWait() on a None object, aborting function call
stack:
[ (0304F2B7)].DLC03:DLC03_TentBedActivatorScript.OnUnload() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\DLC03_TentBedActivatorScript.psc" Line 26
[03/12/2017 - 12:39:16PM] error: Cannot call Delete() on a None object, aborting function call
stack:
[ (0304F2B7)].DLC03:DLC03_TentBedActivatorScript.OnUnload() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\DLC03_TentBedActivatorScript.psc" Line 27
[03/12/2017 - 12:39:16PM] error: Cannot call Delete() on a None object, aborting function call
stack:
[ (0304F2B4)].DLC03:DLC03_TentBedActivatorScript.OnUnload() - "g:\_F4\DLC03\Art\Raw\Scripts\DLC03\DLC03_TentBedActivatorScript.psc" Line 27

       

Comments

1 comment(s) [Closed]
Sclerocephalus said:
The reference in question is created at runtime if the player activates the tent. If he never activates it, it is still 'none' on unload.

THus, classic case of a missing sanity check.

       
Comment #1 Mar 13, 2017 1:22 am  Edited by on Mar 13, 2017 1:22 am
Showing Comments 1 - 1 of 1