Help needed for testing released quest mod

Post » Mon Oct 15, 2012 11:17 pm

I released a large expansion to a quest mod a few days ago. I can't post the link to the mod because it's flagged as advlt for the optional content that will be available in a future version. Search "Maids of Skyrim" under the quest category on Nexus.

Since release, several players have been able to play through it without any bugs or crashes, but there are a lot that are experiencing CTDs and stage advancement bugs that I haven't been able to figure out the cause (stage triggers that are enabled with their properties filled correctly seem to have failed and scenes are stalling / failing to complete).

The mod was rebuilt onto a new, clean .esp for v1.4 after TESVSnip was used once to esmify it for testing. Since then, no third-party utilities have been used.

So far, I’ve had to remove SKSE Silent Voice plug-in support since users reported that they were able to circumvent stuck scenes after installing the quest mod’s optional blank voice files. But the CTDs are still there.

Most of my small testing team has become inactive and only a few have been posting the past week. None of us have experienced the wide range of problems that are now being reported.

I’d appreciate if anyone who has the time to go through the questline can help me try to solve the problems by posting their Papyrus logs if they get CTDs or encounter bugs since I haven't been able to replicate any of the errors. The content that was added with the v2.0 expansion is where the problems begin to surface; “Serenity’s Sirens”, the second quest, marks the start of the new content.
User avatar
renee Duhamel
 
Posts: 3371
Joined: Thu Dec 14, 2006 9:12 am

Post » Tue Oct 16, 2012 2:35 pm

The mod was rebuilt onto a new, clean .esp for v1.4 after TESVSnip was used once to esmify it for testing. Since then, no third-party utilities have been used.

Snip has been know to corrupt plugins, especially those with compressed records, which if I remember correctly are NPC_ records. Not sure if this is true for all versions of Snip, but definitely older versions.
User avatar
Craig Martin
 
Posts: 3395
Joined: Wed Jun 06, 2007 4:25 pm

Post » Tue Oct 16, 2012 3:39 am

Snip has been know to corrupt plugins, especially those with compressed records, which if I remember correctly are NPC_ records. Not sure if this is true for all versions of Snip, but definitely older versions.
The current release hasn't been touched by TESVSnip. The mod was completely rebuilt with a new .esp
User avatar
Jamie Moysey
 
Posts: 3452
Joined: Sun May 13, 2007 6:31 am

Post » Tue Oct 16, 2012 12:57 pm

The current release hasn't been touched by TESVSnip. The mod was completely rebuilt with a new .esp

Apologies, I misread your post :).
User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Tue Oct 16, 2012 12:50 am

Not sure if this thread is in the right board anymore. Might be better suited for the Creation Kit board.

Received a save file from a user having problems starting a quest. Looked at the Papyrus log and it seems the TIF fragment's properties, even though they're filled in the CK, are failing to initialize in-game. Also used Debug.messageBox() to confirm in-game that they are all null values:
Spoiler

[10/15/2012 - 03:02:41PM] error: Cannot call GetValue() on a None object, aborting function callstack:[topic info 0A0249FA on quest SMSDialogueKasia (0A00FFD1)].SMS_TIF__010249FA.Fragment_0() - "SMS_TIF__010249FA.psc" Line 11[10/15/2012 - 03:02:41PM] warning: Assigning None to a non-object variable named "::temp4"stack:[topic info 0A0249FA on quest SMSDialogueKasia (0A00FFD1)].SMS_TIF__010249FA.Fragment_0() - "SMS_TIF__010249FA.psc" Line 11[10/15/2012 - 03:02:41PM] error: Cannot call SetValue() on a None object, aborting function callstack:[topic info 0A0249FA on quest SMSDialogueKasia (0A00FFD1)].SMS_TIF__010249FA.Fragment_0() - "SMS_TIF__010249FA.psc" Line 12

Here's the TIF code with the properties attached to the TIF being used:
Spoiler

if (myGlobal.getValue() < 2)	myGlobal.setValue(2)endifmyNewQuest.start()

Now if I attach the properties to the quest script attached to quest, fill them, and access them through the TIF, everything executes appropriately:
Spoiler

MyQuestScript questScript = (getOwningQuest() as MyQuestScript)if (questScript.myGlobal.getValue() < 2)	questScript.myGlobal.setValue(2)endifquestScript.myNewQuest.start()

This solves at least the quest startup problem for one user. Not sure whether this has a relation to frequent CTDs as the errors compound.

Has there been any confirmation that properties attached to topic and scene fragments are unreliable? Haven’t seen that many on vanilla scripts, and even those that do have them, they weren’t used by Bethesda.
User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm


Return to V - Skyrim