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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 20, 2017 7:13 am
Last Edited By Arthmoor on May 6, 2017 1:01 pm
Closed By Arthmoor on May 6, 2017 1:01 pm
Resolution: Fixed
Comment: Fixed for UFO4P 2.0.1.

Issue #22176: DN080_SirenActivator - none errors etc.

[03/20/2017 - 02:11:48PM] error: Cannot register for an event from a None object
stack:
[ (001B3198)].DN080_SirenActivator.RegisterForRemoteEvent() - "<native>" Line ?
[ (001B3198)].DN080_SirenActivator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN080_SirenActivator.psc" Line 53
[03/20/2017 - 02:11:48PM] error: Attempting to stop an invalid sound instance
stack:
<unknown self>.Sound.StopInstance() - "<native>" Line ?
[ (001B319A)].DN080_SirenActivator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN080_SirenActivator.psc" Line 66
[03/20/2017 - 02:11:48PM] error: Attempting to stop an invalid sound instance
stack:
<unknown self>.Sound.StopInstance() - "<native>" Line ?
[ (001B3198)].DN080_SirenActivator.OnLoad() - "g:\_F4\Art\Raw\ScriptsMilestone\DN080_SirenActivator.psc" Line 66


There are two problems here:
(1) The Onload() event may try to stop a sound that was never played. Sanity check is missing.
(2) The script runs on two refs, the siren master and the siren. The siren should not be running it at all: it can't do anything because the siren is missing all linked references, so what it actually does is to waste performance and throw errors.

       

Comments

1 comment(s) [Closed]
Sclerocephalus said:
I added a check to the OnLoad event to catch the script that runs on the siren and put it into a atate of permanent inactivity (that state already exists on the script).

       
Comment #1 Mar 20, 2017 9:32 am  Edited by on Mar 20, 2017 9:32 am
Showing Comments 1 - 1 of 1