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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Automatron DLC
Category: Quests
Assigned To: Sclerocephalus
Platform: All
Severity: Low
Votes: 0
Watching: N/A
Opened By BlackPete on Jun 12, 2018 5:58 pm
Last Edited By Sclerocephalus on Sep 12, 2018 10:49 am
Closed By Sclerocephalus on Sep 16, 2018 2:01 pm
Resolution: Fixed
Comment: Fixed for UFO4P 2.0.5

Issue #24675: QF_DLC01Lair_010008BB: inappropriate door handling

[06/10/2018 - 07:02:55PM] error: (0100730B): the animation graph (SwitchDoorExLg01) cannot currently process event "StartOpen".
stack:
[ (0100730B)].Default2StateActivator.PlayAnimationAndWait() - "<native>" Line ?
[ (0100730B)].Default2StateActivator.SetDefaultState() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\Default2StateActivator.psc" Line 169
[ (0100730B)].Default2StateActivator.OnLoad() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\Default2StateActivator.psc" Line 102
[06/10/2018 - 07:02:55PM] error: (01001C1D): the animation graph (StagesCycle) cannot currently process event "Stage2NoTransition".
stack:
[ (01001C1D)].Default2StateActivator.PlayAnimationAndWait() - "<native>" Line ?
[ (01001C1D)].Default2StateActivator.SetDefaultState() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\Default2StateActivator.psc" Line 169
[ (01001C1D)].Default2StateActivator.OnLoad() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\Default2StateActivator.psc" Line 102
[06/10/2018 - 07:02:55PM] error: (01001C1C): the animation graph (StagesCycle) cannot currently process event "Stage2NoTransition".
stack:
[ (01001C1C)].Default2StateActivator.PlayAnimationAndWait() - "<native>" Line ?
[ (01001C1C)].Default2StateActivator.SetDefaultState() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\Default2StateActivator.psc" Line 169
[ (01001C1C)].Default2StateActivator.OnLoad() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\Default2StateActivator.psc" Line 102
[06/10/2018 - 07:02:55PM] error: (01000A87): the animation graph (HitSwitchDoorExLg01) cannot currently process event "StartOpen".
stack:
[ (01000A87)].Default2StateActivator.PlayAnimationAndWait() - "<native>" Line ?
[ (01000A87)].Default2StateActivator.SetDefaultState() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\Default2StateActivator.psc" Line 169
[ (01000A87)].Default2StateActivator.OnLoad() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\Default2StateActivator.psc" Line 102

       

Comments

1 comment(s) [Closed]
Sclerocephalus said:
Those errors are the result of inappropriate door handling by the scripts on quest DLC01Lair.

First, the stage 200 fragment calls SetOpen() on them. This function tries to animate a door, and if that door is not loaded, if fails with an error. Now, the quest designer has been aware of this issue, so he made another stage (stage 201) that runs a fragament which calls SetOpen() on all of the doors again. To make sure that the stage 201 fragment only runs when the doors are actually loaded, stage 201 is set from the OnCellLoad() event of DLC01Lair_SecurityDoorLightScript. Because that script makes sure that the security lights change their color once DLC01Lair is past stage 200. It thus makes some sense at a first glance to call stage 201 from that script because it needs to check for stage 200 being done anyway, and this is exactly the condition that must be fulfilled for the stage 201 fragment to run. Moreover, if stage 201 is set by an OnCellLoad(9 event, we also can be sure that the doors are loaded.

But there are several problems:There is not only one security light. There are several of them and they all run DLC01Lair_SecurityDoorLightScript. As a result, stage 201 is now set multiple times in a row on every cell load, and every door is flooded with SetOpen() calls. They also compete with the OnLoad() event that runs on those doors anyway, and this may put the doors out of sny with the animation state tracking variables, so they eventually start throwing errors again.

Fix is very simple:
(1) Replace SetOpen with SetOpenNoWait(). Thanks to the UFO4P modifications to the Default2StateActivator script, that function will handle anything else on its own (including an activation of the door on next load if it is currently not loaded). Sad irony here is that this quest (and all other quests with the same problem) should have called SetOpenNoWait() instead of SetOpen() anyway because it is faster (it starts the door handling via timer, so the quest fragment can finish running more quickly and we will have less scripts active). If they had this done, the modifications to Default2StateActivator would have been sufficient to fix any and all door issues and we wouldn't have to fix a million of quest scripts now.
(2) Remove the offending SetStage() call from DLC01Lair_SecurityDoorLightScript.

       
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