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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 BlackPete on May 14, 2018 1:29 am
Last Edited By Sclerocephalus on May 15, 2018 7:07 pm
Closed By Sclerocephalus on May 18, 2018 6:46 pm
Resolution: Fixed
Comment: Fixed for UFO4P 2.0.4

Issue #24493: MS02InstallItem: animation graph errors

[05/13/2018 - 02:11:01PM] error: (001846FF): the animation graph (ThermalCouplingRelay01) cannot currently process event "OpenFull".
stack:
[ (001846FF)].ObjectReference.PlayAnimationAndWait() - "<native>" Line ?
[alias Missile on quest MS02 (000229F7)].MS02InstallItem.OnActivate() - "g:\_F4\Art\Raw\Scripts\MS02InstallItem.psc" Line 25
[05/13/2018 - 02:11:01PM] error: (001846FF): the animation graph (ThermalCouplingRelay01) cannot currently process event "Remove".
stack:
[ (001846FF)].ObjectReference.PlayAnimationAndWait() - "<native>" Line ?
[alias Missile on quest MS02 (000229F7)].MS02InstallItem.OnActivate() - "g:\_F4\Art\Raw\Scripts\MS02InstallItem.psc" Line 26
[05/13/2018 - 02:11:02PM] error: (001846FF): the animation graph (ThermalCouplingRelay01) cannot currently process event "CloseEmpty".
stack:
[ (001846FF)].ObjectReference.PlayAnimationAndWait() - "<native>" Line ?
[alias Missile on quest MS02 (000229F7)].MS02InstallItem.OnActivate() - "g:\_F4\Art\Raw\Scripts\MS02InstallItem.psc" Line 27

       

Comments

1 comment(s) [Closed]
Sclerocephalus said:
The script lets the activated reference destroy itself after the first activation, so there should be no subsequent activation possible. However, before doing so, it plays an animation sequence that takes some time to complete, and during this time, any number of subsequent activations is possible [NB: destroying the ref before playing the animations is likely not an option because the animation calls supposedly fail if the object is destroyed] - and they all fail with animation graph errors because the animation sequence played upon activation is apparently not repeatable (at least not without playing some sort of a reset animation inbetween, but this is not happening here).

Added a state with an empty OnActivate event and made sure that the script is put into that state as soon as the object gets activated.

       
Comment #1 May 15, 2018 7:07 pm  Edited by Sclerocephalus on May 15, 2018 7:13 pm
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