Ysne58 Posted December 17, 2013 Share Posted December 17, 2013 I will try to test this further as I make more progress in the game. So far I haven't noticed the issue, but with all my testing, I haven't gotten too far yet. Link to comment Share on other sites More sharing options...
BlackPete Posted December 18, 2013 Share Posted December 18, 2013 In Windhelm, did you check outside by the stables? That seems to be a recurring problem even though I've tried to account for this in the scripting. I don't think Papyrus much cares for my attempts to resolve these kinds of things. I loaded a backup save that I had made at the time this occurred to test that out and sure enough, there were two death hounds attacking the horses at the stables. After killing them, I went back into the city and everything was back to normal. Is there a reason why the death hounds don't (or can't) enter the city along with the master vampire? Link to comment Share on other sites More sharing options...
Arthmoor Posted December 18, 2013 Author Share Posted December 18, 2013 Yes - they're creatures. Creatures cannot operate doors. In Oblivion it was possible to override that by giving a creature unusually high intelligence, but we obviously don't have those stats now. So I had to compensate for that and force move the animals in these attacks to the same position as their masters. As you can see though, Papyrus has a habit of simply not carrying out commands sometimes. Link to comment Share on other sites More sharing options...
BlackPete Posted January 19, 2014 Share Posted January 19, 2014 Here's a papyrus error related to your WVA mod. I was in Riften at the time of the attack. The same thing happened as was discussed in posts #19-22 (in this thread), where the guy in the black hood was in the town at the same time as another vampire attack was in progress. Everyone was stuck in the buildings and wouldn't come out until I used the console to set arthwvacitizensfleeattacktype7 to stage 255. [01/18/2014 - 06:11:20PM] error: Cannot call IsChild() on a None object, aborting function call stack: [ (1204CAC4)].ARTH_PF_WVAFleeAttack7_0304CAC4.Fragment_1() - "ARTH_PF_WVAFleeAttack7_0304CAC4.psc" Line 12 [01/18/2014 - 06:11:20PM] warning: Assigning None to a non-object variable named "::temp2" stack: [ (1204CAC4)].ARTH_PF_WVAFleeAttack7_0304CAC4.Fragment_1() - "ARTH_PF_WVAFleeAttack7_0304CAC4.psc" Line 12 I don't know why it is trying to call IsChild(), but could it have to do with me adopting Hroar from Honorhall and him now living in my HF home in the Pale? Link to comment Share on other sites More sharing options...
Arthmoor Posted January 19, 2014 Author Share Posted January 19, 2014 IsChild() in this case is a function used for location checking. It means that whatever is going on, there's a cell that may have bad or missing location data. Or something is causing this to trigger on NPCs who are not in actual locations, but instead are in random wilderness cells. That's on an AI pack though so it can't affect whether or not the quest stops. That quest error is something I've yet to fix because other stuff has been taking up too much time. Link to comment Share on other sites More sharing options...
Arthmoor Posted January 26, 2014 Author Share Posted January 26, 2014 Version 1.1.1If the disguised "traveler" vampire who attacks cities is attacked, but the player leaves without killing him, the quest that sends the NPCs into hiding does not stop. (Bug #14377)Had to reimplement the fix for dogs being at the stables instead of inside the city with the vampires. Link to comment Share on other sites More sharing options...
DayDreamer Posted April 14, 2014 Share Posted April 14, 2014 Version 1.1.1a Entering Windhelm from docks. Starting BOTI (as yet unseen). Also a vampire attack (hear cries for help). [04/14/2014 - 02:59:17PM] Error: Unable to call RemoveFromFaction - no native object bound to the script object, or object is of incorrect type stack: [<NULL form> (0006AF4F)].Actor.RemoveFromFaction() - "<native>" Line ? [ (1304CAC2)].ARTH_PF_WVAFleeAttack5_0304CAC2.Fragment_5() - "ARTH_PF_WVAFleeAttack5_0304CAC2.psc" Line 36 [04/14/2014 - 02:59:17PM] Error: Unable to call EvaluatePackage - no native object bound to the script object, or object is of incorrect type stack: [<NULL form> (0006AF4F)].Actor.EvaluatePackage() - "<native>" Line ? [ (1304CAC2)].ARTH_PF_WVAFleeAttack5_0304CAC2.Fragment_5() - "ARTH_PF_WVAFleeAttack5_0304CAC2.psc" Line 37 [04/14/2014 - 02:59:17PM] Error: Unable to call RemoveFromFaction - no native object bound to the script object, or object is of incorrect type stack: [<NULL form> (0006AF4B)].Actor.RemoveFromFaction() - "<native>" Line ? [ (1304CAC8)].ARTH_PF_WVAFleeAttack5_0304CAC8.Fragment_1() - "ARTH_PF_WVAFleeAttack5_0304CAC8.psc" Line 8 [04/14/2014 - 02:59:17PM] Error: Unable to call EvaluatePackage - no native object bound to the script object, or object is of incorrect type stack: [<NULL form> (0006AF4B)].Actor.EvaluatePackage() - "<native>" Line ? [ (1304CAC8)].ARTH_PF_WVAFleeAttack5_0304CAC8.Fragment_1() - "ARTH_PF_WVAFleeAttack5_0304CAC8.psc" Line 9 [04/14/2014 - 02:59:17PM] Error: Unable to call RemoveFromFaction - no native object bound to the script object, or object is of incorrect type stack: [<NULL form> (0006AF50)].Actor.RemoveFromFaction() - "<native>" Line ? [ (1304CAC8)].ARTH_PF_WVAFleeAttack5_0304CAC8.Fragment_1() - "ARTH_PF_WVAFleeAttack5_0304CAC8.psc" Line 8 [04/14/2014 - 02:59:17PM] Error: Unable to call EvaluatePackage - no native object bound to the script object, or object is of incorrect type stack: [<NULL form> (0006AF50)].Actor.EvaluatePackage() - "<native>" Line ? [ (1304CAC8)].ARTH_PF_WVAFleeAttack5_0304CAC8.Fragment_1() - "ARTH_PF_WVAFleeAttack5_0304CAC8.psc" Line 9 Somewhat reproducible, although the details vary. Link to comment Share on other sites More sharing options...
DayDreamer Posted April 14, 2014 Share Posted April 14, 2014 Also, orphan Sophie runs toward the carnage, not away, says things like "you never should have come here", and then concludes with "I hope there aren't any more." Link to comment Share on other sites More sharing options...
DayDreamer Posted April 14, 2014 Share Posted April 14, 2014 If I enter New Gnisis instead of staying out to watch the fight, there's a big crowd in there, and they never leave.... There are 3 ship folk (vanilla only, all apparently armed), 2 hunters (1 male 1 female, both armed), the carriage driver (also armed, who probably should have gone into Candlehearth instead), plus the usual grey folk. Is there any chance the folks from outside the city should not be aliased? Why do they never leave? Link to comment Share on other sites More sharing options...
Arthmoor Posted April 14, 2014 Author Share Posted April 14, 2014 Well that mess with the NULL forms. That's probably because there was a hole in the alias fill conditions. Since it appears there's no way to do an alias fill condition to check a formlist of factions, I'll work around that by only letting the aliases fill with unique actors. That ought to confine things pretty narrowly. NULL Form errors in and of themselves can't be fixed, but at least in this case flagging only for unique NPCs will prevent those hunters from getting pulled. Sofie should have filled a spot and been taken to the inn. It's possible that because you ended up with a bunch of leveled hunters in the aliases that she got crowded out and so wasn't being handled by the system. Luckily she's a child and wouldn't have been harmed anyway. As for why they don't leave - the attack was not yet resolved. They won't leave until you've either killed all the vampires and their allies, or fast traveled to somewhere that's not part of the city's location. People without their own interior editor locations will go to the inn that fills the location alias. In places like Windhelm, that's up to the engine to decide. You've got a 50/50 chance of that being Candlehearth Hall or the New Gnisis Corner Club. Link to comment Share on other sites More sharing options...
DayDreamer Posted April 15, 2014 Share Posted April 15, 2014 OK, "never leave" turned out to be take a game hour or so to leave.... Even though I know the fight lasts a few game minutes. Must be just how long it takes for the engine to kick their packages with 12 people standing in the doorway. They keep conflicting trying to get out, you can sorta see them milling about colliding into each other. Maybe they work better when I'm not in the same room with them watching. Then I think their packages just teleport them to the next place. Is there some way to ensure that you don't suck in NPCs from outside of the city? If vampires show up at the Stables, then the interior and docks shouldn't be affected. In this case, they are showing up at the Palace area, but the aliases are filling with vanilla dock crew (but no DragonBorn crew), the unique carriage driver way out beyond the stables, etc. Link to comment Share on other sites More sharing options...
Arthmoor Posted April 15, 2014 Author Share Posted April 15, 2014 No, there isn't any way to narrow things down to specific people in situations like that. Frankly it barely works as it is and pulling in nearby hunters wasn't what I had in mind. That's mainly on Beth having them in a camp that gets turned into a military post for the CW. Restricting the aliases to only unique actors should put a chill on any further visits by spawned NPCs. Not sure why the Dragonborn crew didn't get pulled in. They might be in one of the already exempt factions. Link to comment Share on other sites More sharing options...
PrinceShroob Posted April 15, 2014 Share Posted April 15, 2014 I think there's an "in loaded area" flag for filling aliases... Link to comment Share on other sites More sharing options...
Arthmoor Posted April 15, 2014 Author Share Posted April 15, 2014 Yes but that's of no value if you're coming up from outside and trigger the location change while you're still outside the city. The city won't be in the loaded area and none of the NPCs would be protected then. Link to comment Share on other sites More sharing options...
Arthmoor Posted May 10, 2014 Author Share Posted May 10, 2014 Version 1.1.2Added a condition check to the aliases to make sure they only fill with unique actors. This should eliminate accidentally picking up nearby hunters or other leveled list NPCs that shouldn't be getting dragged in.The check for child location status of an NPC's editor location was backward. This resulted in every NPC in an affected target area trying to cram into the inn instead of going to their houses like they were supposed to.When a citizen alias is filled, the AI pack will call for them to stop all combat activity prior to sending them to their safe harbor location. This should reduce the number of wannabe heroes.In the event a citizen STILL decides to play hero, as long as they are protected by essential status, entering bleedout will result in them being instantly healed for up to 75 health so as to avoid a possible scenario where the NPC could die if the vampires were killed while they're bleeding out. Link to comment Share on other sites More sharing options...
Arthmoor Posted May 23, 2014 Author Share Posted May 23, 2014 Version 2.0Complete system overhaul borrowing heavily from the new code that powers Run For Your Lives. This became necessary in order to avoid a major conflict with new logic added by the UDGP to block vampire attacks when certain quests are running. The updated code consolidates the 7 attack handlers down to one quest, eliminating many redundant scripts, quests, and AI packs.Synchronized necessary changes from UDGP 2.0.4.If the protection quest is unable to start after 60 seconds, the mod will terminate the vampire attack rather than allowing it to proceed.All edits to Dawnguard quest records have been removed. Affected quests and scripts will return to their original states. Link to comment Share on other sites More sharing options...
Arthmoor Posted July 7, 2014 Author Share Posted July 7, 2014 Version 2.0.1No One Escapes Cidhna Mine (MS02) has been added to the list of quest exemptions in Markarth. Link to comment Share on other sites More sharing options...
Arthmoor Posted August 2, 2014 Author Share Posted August 2, 2014 Version 2.0.3It was possible for dead or deleted vampires to trigger the combat detection routine. Papyrus can be really dumb. Link to comment Share on other sites More sharing options...
garthand Posted January 23, 2015 Share Posted January 23, 2015 Just wanted to confirm that nothing can be done about this given the NULL form errors: [01/18/2015 - 09:24:05PM] Error: Unable to call RemoveFromFaction - no native object bound to the script object, or object is of incorrect type stack: [<NULL form> (000BB33C)].WIDeadBodyCleanupScript.RemoveFromFaction() - "<native>" Line ? [ (2F0612C5)].ARTH_PF_WVAFleeAttackSH_030612C5.Fragment_1() - "ARTH_PF_WVAFleeAttackSH_030612C5.psc" Line 8 [01/18/2015 - 09:24:05PM] Error: Unable to call EvaluatePackage - no native object bound to the script object, or object is of incorrect type stack: [<NULL form> (000BB33C)].WIDeadBodyCleanupScript.EvaluatePackage() - "<native>" Line ? [ (2F0612C5)].ARTH_PF_WVAFleeAttackSH_030612C5.Fragment_1() - "ARTH_PF_WVAFleeAttackSH_030612C5.psc" Line 9 Link to comment Share on other sites More sharing options...
Arthmoor Posted January 23, 2015 Author Share Posted January 23, 2015 Yep, null forms are a no go. Nothing can be done there. Mildly disturbing that they could even happen with vanilla refs too. Link to comment Share on other sites More sharing options...
Arthmoor Posted February 27, 2015 Author Share Posted February 27, 2015 Version 2.0.4Added MCM menu to make turning on the script debugging easier. Link to comment Share on other sites More sharing options...
Wormheart Posted February 27, 2015 Share Posted February 27, 2015 A feature I've been meaning to request for some time is some kind of localized alarm, a distant bell or periodical war horn blast that warns the citizens that vampires are attacking. At least twice now I have approached Solitude from the direction of Dragon Bridge and have witnessed citizens fleeing but I could not find any vampires (or dragons) attacking... I don't know where the vampires even spawn. I'm pretty sure I don't even notice something is going on until it is over and it's ruining my credibility as a hero... I guess that is why they leave all the delivering of frost salts and finding of books to me and hire mercenaries to do the heavy lifting. If it's not something you're interested in, no big deal. I'll just add it to the ever growing list of things I'll never get around to trying to make Link to comment Share on other sites More sharing options...
Arthmoor Posted February 28, 2015 Author Share Posted February 28, 2015 Sounds like a good idea actually. I'll have to see what can be done there. I think the game even has a war horn sound available to play. Link to comment Share on other sites More sharing options...
Wormheart Posted February 28, 2015 Share Posted February 28, 2015 NPCHumanHornImperial NPCHumanHornImperialDistant NPCHumanHornStormcloak and NPCHumanHornStormcloakDistant Nothing showed up under bell (well some ship sounds...) I thought there was one but I might be thinking of Oblivion, and a bell that was used for the cathedrals or something. It has been a really long time since I've done anything with Oblivion. Link to comment Share on other sites More sharing options...
Elgar Posted July 31, 2015 Share Posted July 31, 2015 The bell or war horn alarm would be really awesome ! Arthmoor, I just had my first vampire attack (my character is level 8) and during it I checked the MCM, and the quest was indeed running. After the fight it was noted as stopped, so everything seems fine. It was in Windhelm. But, while I noticed a bunch of guards attacking the vampires, I noticed also Gort actively fighting, and also Idesa Sadri running to join the fight. It's the first time I play the game with WVA (and RFYL), so I don't know, is it normal that these two NPCs joined the fight ? EDIT : I reloaded the save game before the attack but this time I enabled the "Script debugging" option. That time again I saw citizens like Sofie or Silda running into the inn but other citizens joining the fight. Could you please take a look at my logs to see if everything is normal ? Thank you by advance, and sorry to bother you. AliasDump.0.log: AliasDump log opened (PC) QUEST 'ARTHWVACitizensFleeEclipseAttack' (24062F36) LOC 'Location' -> '' (00018A57) REF 'LocationCenter' -> '' (0002A975) REF 'Player' -> '' (00000014) REF 'Vampire000' -> '' (FF000F0C) REF 'Vampire001' -> NONE REF 'Vampire002' -> NONE REF 'Vampire003' -> NONE REF 'Vampire004' -> NONE LOC 'RandomDwelling' -> NONE LOC 'TheInn' -> '' (000209F0) LOC 'SafeHarborLocation' -> '' (000209F0) REF 'SafeHarborMarker' -> '' (000209DA) REF 'Citizen1' -> '' (05004031) REF 'Citizen1150' -> '' (0001B120) REF 'Citizen1149' -> '' (0001B132) REF 'Citizen1148' -> '' (000A05D2) REF 'Citizen1147' -> '' (0001B128) REF 'Citizen1146' -> '' (00047CB2) REF 'Citizen1145' -> '' (0001B140) REF 'Citizen1144' -> '' (000A17A5) REF 'Citizen1143' -> '' (070182AF) REF 'Citizen1142' -> '' (0001B127) REF 'Citizen1141' -> '' (0001B142) REF 'Citizen1140' -> '' (0001B12F) REF 'Citizen1139' -> '' (0001B141) REF 'Citizen1138' -> '' (0001B13D) REF 'Citizen1137' -> '' (0003EFED) REF 'Citizen1136' -> '' (0001B124) REF 'Citizen1135' -> '' (0001B134) REF 'Citizen1134' -> '' (0001B145) REF 'Citizen1133' -> '' (0001B144) REF 'Citizen1132' -> '' (0001B12C) REF 'Citizen1131' -> '' (0001B135) REF 'Citizen1130' -> '' (0001B136) REF 'Citizen1129' -> '' (0001B13F) REF 'Citizen1128' -> '' (0001B117) REF 'Citizen1127' -> '' (0001B130) REF 'Citizen1126' -> '' (0001B122) REF 'Citizen1125' -> '' (0001B12B) REF 'Citizen1124' -> '' (0001B11A) REF 'Citizen1123' -> '' (0001B123) REF 'Citizen1122' -> '' (0001B11E) REF 'Citizen1121' -> '' (0001B138) REF 'Citizen1120' -> '' (000A17A7) REF 'Citizen1119' -> '' (03016856) REF 'Citizen1118' -> '' (070376F8) REF 'Citizen1117' -> '' (0001B12D) REF 'Citizen1116' -> '' (0001B129) REF 'Citizen1115' -> '' (0001B116) REF 'Citizen1114' -> '' (0001B11C) REF 'Citizen1113' -> '' (0001B11F) REF 'Citizen1112' -> '' (0001B12A) REF 'Citizen1111' -> '' (0001B125) REF 'Citizen1110' -> '' (0001B119) REF 'Citizen1109' -> '' (0001B13C) REF 'Citizen1108' -> '' (000A05D1) REF 'Citizen1107' -> '' (0001B126) REF 'Citizen1106' -> '' (0001B115) REF 'Citizen1105' -> '' (0001B121) REF 'Citizen1104' -> '' (070376F7) REF 'Citizen1103' -> '' (0001B12E) REF 'Citizen1102' -> '' (0D001848) REF 'Citizen1101' -> '' (000A17A9) REF 'Citizen1100' -> '' (0001B118) REF 'Citizen1099' -> NONE REF 'Citizen1098' -> NONE REF 'Citizen1097' -> NONE REF 'Citizen1096' -> NONE REF 'Citizen1095' -> NONE REF 'Citizen1094' -> NONE REF 'Citizen1093' -> NONE REF 'Citizen1092' -> NONE REF 'Citizen1091' -> NONE REF 'Citizen1090' -> NONE REF 'Citizen1089' -> NONE REF 'Citizen1088' -> NONE REF 'Citizen1087' -> NONE REF 'Citizen1086' -> NONE REF 'Citizen1085' -> NONE REF 'Citizen1084' -> NONE REF 'Citizen1083' -> NONE REF 'Citizen1082' -> NONE REF 'Citizen1081' -> NONE REF 'Citizen1080' -> NONE REF 'Citizen1079' -> NONE REF 'Citizen1078' -> NONE REF 'Citizen1077' -> NONE REF 'Citizen1076' -> NONE REF 'Citizen1075' -> NONE REF 'Citizen1074' -> NONE REF 'Citizen1073' -> NONE REF 'Citizen1072' -> NONE REF 'Citizen1071' -> NONE REF 'Citizen1070' -> NONE REF 'Citizen1069' -> NONE REF 'Citizen1068' -> NONE REF 'Citizen1067' -> NONE REF 'Citizen1066' -> NONE REF 'Citizen1065' -> NONE REF 'Citizen1064' -> NONE REF 'Citizen1063' -> NONE REF 'Citizen1062' -> NONE REF 'Citizen1061' -> NONE REF 'Citizen1060' -> NONE REF 'Citizen1059' -> NONE REF 'Citizen1058' -> NONE REF 'Citizen1057' -> NONE REF 'Citizen1056' -> NONE REF 'Citizen1055' -> NONE REF 'Citizen1054' -> NONE REF 'Citizen1053' -> NONE REF 'Citizen1052' -> NONE REF 'Citizen1051' -> NONE REF 'Citizen1050' -> NONE REF 'Citizen1049' -> NONE REF 'Citizen1048' -> NONE REF 'Citizen1047' -> NONE REF 'Citizen1046' -> NONE REF 'Citizen1045' -> NONE REF 'Citizen1044' -> NONE REF 'Citizen1043' -> NONE REF 'Citizen1042' -> NONE REF 'Citizen1041' -> NONE REF 'Citizen1040' -> NONE REF 'Citizen1039' -> NONE REF 'Citizen1038' -> NONE REF 'Citizen1037' -> NONE REF 'Citizen1036' -> NONE REF 'Citizen1035' -> NONE REF 'Citizen1034' -> NONE REF 'Citizen1033' -> NONE REF 'Citizen1032' -> NONE REF 'Citizen1031' -> NONE REF 'Citizen1030' -> NONE REF 'Citizen1029' -> NONE REF 'Citizen1028' -> NONE REF 'Citizen1027' -> NONE REF 'Citizen1026' -> NONE REF 'Citizen1025' -> NONE REF 'Citizen1024' -> NONE REF 'Citizen1023' -> NONE REF 'Citizen1022' -> NONE REF 'Citizen1021' -> NONE REF 'Citizen1020' -> NONE REF 'Citizen1019' -> NONE REF 'Citizen1018' -> NONE REF 'Citizen1017' -> NONE REF 'Citizen1016' -> NONE REF 'Citizen1015' -> NONE REF 'Citizen1014' -> NONE REF 'Citizen1013' -> NONE REF 'Citizen1012' -> NONE REF 'Citizen1011' -> NONE REF 'Citizen1010' -> NONE REF 'Citizen1009' -> NONE REF 'Citizen1008' -> NONE REF 'Citizen1007' -> NONE REF 'Citizen1006' -> NONE REF 'Citizen1005' -> NONE REF 'Citizen1004' -> NONE REF 'Citizen1003' -> NONE REF 'Citizen1002' -> NONE REF 'Citizen1001' -> NONE REF 'Citizen1000' -> NONE Papyrus.0.log: [07/31/2015 - 06:59:12PM] Papyrus log opened (PC) [07/31/2015 - 06:59:12PM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets. [07/31/2015 - 06:59:12PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 500.000000ms) [07/31/2015 - 06:59:12PM] Memory page: 128 (min) 512 (max) 76800 (max total) [07/31/2015 - 06:59:47PM] Warning: Property kuSCSleepActivatorRef on script kuscqs attached to kuSCQ (19000D62) cannot be initialized because the script no longer contains that property [07/31/2015 - 06:59:47PM] VM is freezing... [07/31/2015 - 06:59:47PM] VM is frozen [07/31/2015 - 06:59:48PM] Reverting game... [07/31/2015 - 06:59:48PM] Warning: Property kuSCSleepActivatorRef on script kuscqs attached to kuSCQ (19000D62) cannot be initialized because the script no longer contains that property [07/31/2015 - 07:00:24PM] Loading game... [07/31/2015 - 07:00:25PM] VM is thawing... [07/31/2015 - 07:00:27PM] kuFOF2xMCM.sendPingTest pingFromMCM [07/31/2015 - 07:00:27PM] ========== Auto Unequip Ammo: Scanning for supported plugins... [07/31/2015 - 07:00:27PM] ========== ERRORS RELATED TO MISSING FILES SHOULD BE IGNORED! [07/31/2015 - 07:00:27PM] Error: File "XFLMain.esm" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [AUA (1500C6C2)].AUAQuestScript.GameLoaded() - "AUAQuestScript.psc" Line 40 [AUA (1500C6C2)].AUAQuestScript.OnUpdate() - "AUAQuestScript.psc" Line 73 [07/31/2015 - 07:00:27PM] ========== Auto Unequip Ammo: Scan complete. [07/31/2015 - 07:00:27PM] InitWidgetLoader() [07/31/2015 - 07:00:27PM] Error: File "Chesko_Frostfall.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [kuSCQ (19000D62)].kuscqs.initNewGameLoad() - "kuSCQS.psc" Line 246 [kuSCQ (19000D62)].kuscqs.initGameLoaded() - "kuSCQS.psc" Line 147 [kuSCQ (19000D62)].kuscqs.OnUpdate() - "kuSCQS.psc" Line 82 [07/31/2015 - 07:00:27PM] Error: File "Chesko_Frostfall.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [kuSCQ (19000D62)].kuscqs.initNewGameLoad() - "kuSCQS.psc" Line 251 [kuSCQ (19000D62)].kuscqs.initGameLoaded() - "kuSCQS.psc" Line 147 [kuSCQ (19000D62)].kuscqs.OnUpdate() - "kuSCQS.psc" Line 82 [07/31/2015 - 07:00:27PM] Error: File "Chesko_Frostfall.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [kuSCQ (19000D62)].kuscqs.initNewGameLoad() - "kuSCQS.psc" Line 256 [kuSCQ (19000D62)].kuscqs.initGameLoaded() - "kuSCQS.psc" Line 147 [kuSCQ (19000D62)].kuscqs.OnUpdate() - "kuSCQS.psc" Line 82 [07/31/2015 - 07:00:27PM] Error: File "Hypothermia.esp" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [kuSCQ (19000D62)].kuscqs.initNewGameLoad() - "kuSCQS.psc" Line 275 [kuSCQ (19000D62)].kuscqs.initGameLoaded() - "kuSCQS.psc" Line 147 [kuSCQ (19000D62)].kuscqs.OnUpdate() - "kuSCQS.psc" Line 82 [07/31/2015 - 07:00:27PM] Error: File "paradise_halls.esm" does not exist or is not currently loaded. stack: <unknown self>.Game.GetFormFromFile() - "<native>" Line ? [kuFOF2Q (1B000D62)].kufof2qs.initNewGameLoad() - "kuFOF2QS.psc" Line 333 [kuFOF2Q (1B000D62)].kufof2qs.initGameLoaded() - "kuFOF2QS.psc" Line 168 [kuFOF2Q (1B000D62)].kufof2qs.OnUpdate() - "kuFOF2QS.psc" Line 103 [07/31/2015 - 07:09:30PM] WVA: Marker worldspaces do not match. Returning LocationCenterMarker. [07/31/2015 - 07:09:30PM] WVA: Vampire attack event started in [Location < (00018A57)>] [07/31/2015 - 07:09:30PM] [DLC1EclipseAttackScript <DLC1EclipseAttack2 (03017648)>]MoveAliasesToRef() AttackerAliases.Length == 3 [07/31/2015 - 07:09:30PM] WVA: Verifying location = [Location < (00018A57)>] [07/31/2015 - 07:09:30PM] WVA: Verifying destination ref = [ObjectReference < (0002A975)>] [07/31/2015 - 07:09:30PM] WVA: Attempting to send story event to start protection quest... [07/31/2015 - 07:09:31PM] WVA: Citizen protection quest started. [07/31/2015 - 07:09:32PM] WVA: Waiting for event start... [07/31/2015 - 07:09:32PM] [DLC1EclipseAttackScript <DLC1EclipseAttack2 (03017648)>]MoveAliasesToRef() index: 0, alias: [ReferenceAlias <alias Attacker1 on quest DLC1EclipseAttack2 (03017648)>], reference: [ObjectReference < (FF000F0C)>] [07/31/2015 - 07:09:32PM] WVA: Vampire is already in an alias. Ignoring. [07/31/2015 - 07:09:32PM] [DLC1EclipseAttackScript <DLC1EclipseAttack2 (03017648)>]MoveAliasesToRef() index: 1, alias: [ReferenceAlias <alias Attacker2 on quest DLC1EclipseAttack2 (03017648)>], reference: [ObjectReference < (FF000F51)>] [07/31/2015 - 07:09:32PM] WVA: Additional vampire filling alias 001. [07/31/2015 - 07:09:32PM] [DLC1EclipseAttackScript <DLC1EclipseAttack2 (03017648)>]MoveAliasesToRef() index: 2, alias: [ReferenceAlias <alias Attacker3 on quest DLC1EclipseAttack2 (03017648)>], reference: [ObjectReference < (FF000F4E)>] [07/31/2015 - 07:09:32PM] WVA: Additional vampire filling alias 002. [07/31/2015 - 07:09:40PM] Error: Cannot call status() on a None object, aborting function call stack: [kuFOF2Q (1B000D62)].kufof2qs.checkAI() - "kuFOF2QS.psc" Line 1981 [kuFOF2Q (1B000D62)].kufof2qs.foundActor() - "kuFOF2QS.psc" Line 1254 [kuFOF2Q (1B000D62)].kufof2qs.findActors() - "kuFOF2QS.psc" Line 3458 [kuFOF2Q (1B000D62)].kufof2qs.tick() - "kuFOF2QS.psc" Line 640 [kuFOF2Q (1B000D62)].kufof2qs.OnUpdate() - "kuFOF2QS.psc" Line 114 [07/31/2015 - 07:10:52PM] WVA: Citizen protection quest stopped. [07/31/2015 - 07:11:46PM] VM is freezing... [07/31/2015 - 07:11:46PM] VM is frozen I noticed the last "Cannot call status()" error caused by kuFOF2QS.psc, I suppose it's a little interference between your mod and Kuertee's Fight or Fly, because in "normal" fights (I mean not vampire attacks in town) I don't have it. Link to comment Share on other sites More sharing options...
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