[Scripting] Global errors from a script - property cannot be

Post » Thu Jun 21, 2012 3:43 pm

Hey,

I'm having troubles finding out what in the world this means. I'm getting quite a lot of errors like this;
Spoiler

[06/06/2012 - 10:54:49PM] error: Property creatureToSpawn on script increasedSpawns attached to  (0F0099B1) cannot be bound because  (0F0033ED) is not the right type[06/06/2012 - 10:54:49PM] error: Property creatureToSpawn on script increasedSpawns attached to  (0F006CBD) cannot be bound because  (0F0033FC) is not the right type[06/06/2012 - 10:54:49PM] error: Property creatureToSpawn on script increasedSpawns attached to  (000351E3) cannot be bound because  (000B623A) is not the right type[06/06/2012 - 10:54:49PM] error: Property creatureToSpawn on script increasedSpawns attached to  (0009ADB3) cannot be bound because  (000567C8) is not the right type[06/06/2012 - 10:54:49PM] error: Property creatureToSpawn on script increasedSpawns attached to  (0F00ED20) cannot be bound because  (000ABEDF) is not the right type[06/06/2012 - 10:54:49PM] error: Property creatureToSpawn on script increasedSpawns attached to  (00039993) cannot be bound because  (0003997F) is not the right type[06/06/2012 - 10:54:49PM] error: Property creatureToSpawn on script increasedSpawns attached to  (0F009973) cannot be bound because  (0F0033F7) is not the right type

Numbering in the thousands, actually. It happens for the script being attached to any ACHR record, otherwise, Actor Reference.

The property in my code is;
Actor property creatureToSpawn auto

To which an NPC_ record is attached. An example entry from above... ACHR: 00039993, property = ID 0003997F NPC_ (dunUstengravLvlDraugrWarlockFemale).

On that NPC_, the script is attached as normal, and the creatureToSpawn property is 0003997F, as it should be.

I'm going to take a guess that some of this is caused by circumventing the normal CK restrictions and implementing attached scripts to NPC's of any type.. but the main thing is - should I be worried about this? Will this 1) break anything, and 2) slow down the game logging errors? The script works fine - so something's going right.

Should it be cast as an ObjectReference, and not an Actor?

Help's appreciated. :)
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Cassie Boyle
 
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Post » Thu Jun 21, 2012 10:25 am

I've had the "cannot be bound" errors, but my scripts were not working, so I had to fix them.
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Zosia Cetnar
 
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Post » Thu Jun 21, 2012 1:29 pm

Try changing it to an ActorBase property, not Actor.
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Hilm Music
 
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Post » Thu Jun 21, 2012 4:57 pm

Try changing it to an ActorBase property, not Actor.

Thanks. The thought hadn't occurred to me. The engine does treat them differently, though, so that makes sense. I'll give it a shot.
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Rusty Billiot
 
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