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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Papyrus
Assigned To: Sclerocephalus
Platform: All
Severity: Low
Votes: 0
Watching: N/A
Opened By Sclerocephalus on Mar 16, 2017 1:45 am
Last Edited By Arthmoor on May 6, 2017 12:50 pm
Closed By Arthmoor on May 6, 2017 12:50 pm
Resolution: Fixed
Comment: Fixed for UFO4P 2.0.1.

Issue #22148: QF_REChokepointSC06_FactionM_001B06C3 - cannot access a None struct / None array

[03/12/2017 - 10:05:50AM] error: Cannot access an element of a None array
stack:
[REChokepointSC06_FactionMMDefenders (001B06C3)].rescript.UpdateDeadCountGroupSize() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\REScript.psc" Line 446
[REChokepointSC06_FactionMMDefenders (001B06C3)].REAssaultSC_FactionScript.ResolveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 117
[REChokepointSC06_FactionMMDefenders (001B06C3)].Fragments:Quests:QF_REChokepointSC06_FactionM_001B06C3.Fragment_Stage_0010_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepointSC06_FactionM_001B06C3.psc" Line 15
[03/12/2017 - 10:05:50AM] error: Cannot access a variable of a None struct
stack:
[REChokepointSC06_FactionMMDefenders (001B06C3)].rescript.UpdateDeadCountGroupSize() - "C:\Users\Samson\AppData\Local\Temp\PapyrusTemp\REScript.psc" Line 446
[REChokepointSC06_FactionMMDefenders (001B06C3)].REAssaultSC_FactionScript.ResolveActors() - "g:\_F4\Art\Raw\ScriptsMilestone\REAssaultSC_FactionScript.psc" Line 117
[REChokepointSC06_FactionMMDefenders (001B06C3)].Fragments:Quests:QF_REChokepointSC06_FactionM_001B06C3.Fragment_Stage_0010_Item_00() - "g:\_F4\Art\Raw\ScriptsMilestone\Fragments\Quests\QF_REChokepointSC06_FactionM_001B06C3.psc" Line 15


This is a relatively frequent error thrown by all RE quests that (1) do not use all of the actors filled in the aliases at quest start, and (2) do not track the death counts of individual actor groups.

These two functionalities are not dependent on each other. Nonetheless, the vanilla scripts are not conceived to handle quests that are configured in this specific manner. If they are not using all of the available actors, they are running REAssaultSC_FactionScript in addition to REScript. REAssaultSC_FactionScript reduces the actor count to a random number, clears the aliases of all excess actors and deletes them. Subsequently, it calls a function on REScript to update the actor group sizes in the DeathCountGroups array. This array however is not even initialized (i.e. it doesn't exist) on quests that do not track death counts. REAssaultSC_FactionScript does not check whether the quest is actually using that functionality before it calls REScript. In fact, it can't check it because there is no property nor variable on that script to tell it.

To fix this, I added a check to the offending function on REScript to skip the code if the DeathCountGroups is not initialized.