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Not a bug Papyrus error messages

Shooter__Andy

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Hello,

I know that Papyrus error logging could be a cause of issues by itself, and I know that the error logs it provides will likely not direct to the source of actual issues, but just to be sure, I wanted to post what I found here:
Code:
[01/29/2019 - 10:54:47AM] error: Cannot call bCommandable() on a None object, aborting function call
stack:
[kgSIM_CPManager (0D00BA69)].simsettlements:cityplanmanager.PlacePlots() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\CityPlanManager.psc" Line 1875
[kgSIM_CPManager (0D00BA69)].simsettlements:cityplanmanager.OnTimerGameTime() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\CityPlanManager.psc" Line 611
[01/29/2019 - 10:54:47AM] warning: Assigning None to a non-object variable named "::temp763"
stack:
[kgSIM_CPManager (0D00BA69)].simsettlements:cityplanmanager.PlacePlots() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\CityPlanManager.psc" Line 1875
[kgSIM_CPManager (0D00BA69)].simsettlements:cityplanmanager.OnTimerGameTime() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\CityPlanManager.psc" Line 611
[01/29/2019 - 10:54:47AM] error: Cannot call bCountsForPopulation() on a None object, aborting function call
stack:
[kgSIM_CPManager (0D00BA69)].simsettlements:cityplanmanager.PlacePlots() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\CityPlanManager.psc" Line 1878
[kgSIM_CPManager (0D00BA69)].simsettlements:cityplanmanager.OnTimerGameTime() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\CityPlanManager.psc" Line 611
[01/29/2019 - 10:54:47AM] warning: Assigning None to a non-object variable named "::temp765"
stack:
[kgSIM_CPManager (0D00BA69)].simsettlements:cityplanmanager.PlacePlots() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\CityPlanManager.psc" Line 1878
[kgSIM_CPManager (0D00BA69)].simsettlements:cityplanmanager.OnTimerGameTime() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\CityPlanManager.psc" Line 611
[01/29/2019 - 10:54:47AM] error: Cannot call bCommandable() on a None object, aborting function call
stack:
[kgSIM_CPManager (0D00BA69)].simsettlements:cityplanmanager.PlacePlots() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\CityPlanManager.psc" Line 1875
[kgSIM_CPManager (0D00BA69)].simsettlements:cityplanmanager.OnTimerGameTime() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\CityPlanManager.psc" Line 611
[01/29/2019 - 10:54:47AM] warning: Assigning None to a non-object variable named "::temp763"
stack:
[kgSIM_CPManager (0D00BA69)].simsettlements:cityplanmanager.PlacePlots() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\CityPlanManager.psc" Line 1875
[kgSIM_CPManager (0D00BA69)].simsettlements:cityplanmanager.OnTimerGameTime() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\CityPlanManager.psc" Line 611
[01/29/2019 - 10:54:47AM] error: Cannot call bCountsForPopulation() on a None object, aborting function call
stack:
[kgSIM_CPManager (0D00BA69)].simsettlements:cityplanmanager.PlacePlots() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\CityPlanManager.psc" Line 1878
[kgSIM_CPManager (0D00BA69)].simsettlements:cityplanmanager.OnTimerGameTime() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\CityPlanManager.psc" Line 611
[01/29/2019 - 10:54:47AM] warning: Assigning None to a non-object variable named "::temp765"
stack:
[kgSIM_CPManager (0D00BA69)].simsettlements:cityplanmanager.PlacePlots() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\CityPlanManager.psc" Line 1878
[kgSIM_CPManager (0D00BA69)].simsettlements:cityplanmanager.OnTimerGameTime() - "C:\Program Files (x86)\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User\SimSettlements\CityPlanManager.psc" Line 611

I am using Three-in-one 4.0.0a Hotfix.
 
So to test the "corrupt save" hypothesis, I've started a new game with my current mod load order, got through the Pre-War prologue, killed a few radroaches, didn't even exit the vault, and checked the Papyrus log to find the messages still there:
Code:
[02/02/2019 - 01:44:41PM] Error: Unable to link "workshopframework:library:objectrefs:thread" - the parent of "simsettlements:workshopframeworkintegration:thread_spawncityobject".
[02/02/2019 - 01:44:41PM] error: Failed to find variable ::bAutoDestroy_var used in simsettlements:workshopframeworkintegration:thread_spawncityobject.RunCode()

====================================================

[02/02/2019 - 01:44:49PM] warning: Property ShowTakeBackCityOption on script SimSettlements:CityPlannerDeskBlueprint attached to  (6C044A40) cannot be initialized because the script no longer contains that property

====================================================

[02/02/2019 - 01:44:49PM] error: Property MyOccasionallyRandomizedClutterLists on script SimSettlements:AddOnScript attached to pcSIM_Addon (6D000802) cannot be bound because <nullptr form> (6D06584B) is not the right type
[02/02/2019 - 01:44:49PM] warning: Property ShowTakeBackCityOption on script SimSettlements:CityPlannerDeskBlueprint attached to  (6C041BAE) cannot be initialized because the script no longer contains that property
[02/02/2019 - 01:44:49PM] warning: Property ShowTakeBackCityOption on script SimSettlements:CityPlannerDeskBlueprint attached to  (6C002E2D) cannot be initialized because the script no longer contains that property

=====================================================

[02/02/2019 - 01:46:29PM] error: Unable to bind script simsettlements:dynamicflag to Item 1 in container  (FF001059) because their base types do not match

=====================================================

[02/02/2019 - 01:46:37PM] error: Unable to bind script simsettlements:dynamicflag to Item 2 in container  (FF001059) because their base types do not match
[02/02/2019 - 01:46:37PM] error: Unable to bind script simsettlements:dynamicflag to Item 3 in container  (FF001059) because their base types do not match
[02/02/2019 - 01:46:38PM] error: Unable to bind script simsettlements:dynamicflag to Item 4 in container  (FF001059) because their base types do not match
[02/02/2019 - 01:46:38PM] error: Unable to bind script simsettlements:dynamicflag to Item 5 in container  (FF001059) because their base types do not match

Now, some of these may be Sim Settlements Add-ons, but it's hard for me to tell which are, and it's clear that at least some do relate to the base mod.

This is also after I've updated to 4.0.1 (3 in 1).
 
None of these are cause for concern and wouldn't cause a corrupt save.

The worst scripts can do, would be to get so backed up that your game crashes. You can confirm if that's an issue by using Fallrim Tools from Nexus to open your save and look at the ActiveScripts section - if you have hundred of ActiveScripts - then it would definitely cause crashes.

If you have something else going on that you think is a bad save, could you describe the issues?
 
Well, there are 111 active scripts in my actual autosave (the one 4.5 days of game time), some are listed as TERMINATED, most have "(zero attached 00000000000)", apparently.

Unfortunately, I don't understand much when it comes to the structure of the save, so I don't know what I should look for. I can post it here, but I think it might be useless without my load order?
 
111 active scripts is definitely be an issue. What are the symptoms of your problem? Crashing? SS not working?

First thing I would recommend, would be to manually install the latest SS patch. The mod managers often fail at overwriting large ba2 files which have all of the scripts for a mod. So a manual install ensures you have the latest versions, and the latest version of SS has a fix to eliminate a potential infinite loop bug that could cause the script back up you're seeing.

Outside of that, can you start by posting your full Papyrus0.log file? You can stick it up on any free site and PM me a link.
 
Okay, let me copy the description of my issues from another place I've posted about the errors in the logs (because I do have a lot of different ones, not just SS related ones, so I wanted to try and be thorough):
I actually have several types of things that cause the game to fail. First I have something that kinda behaves like a memory leak, eventually causing a game to quietly crash when the loading screen should open, most commonly when I go to the overworld from an interior location. This can happen anywhere between a few minutes to an hour of gameplay, possibly linked to the amount of stuff that happened in this time. These are annoying, but manageable, since I can save before changing cells so I don't have to repeat anything I've done.

Then there are freezes which I mention here. They happen most often in combat, only rarely outside of them (I think, maybe though I did enter combat unbeknownst to me just before it freezes). The game stops responding to any controls, the last frame is stuck on screen, but whatever sounds were playing (such as music, looped sound effects, etc) do go on as if nothing happened. These are a problem because I am playing on survival, so I can't just spam quicksaves every few seconds, so I can lose a lot of progress if this happens.

There also crashes near or in the settlements, but I think they are Sim Settlements related somehow, so I'm not mentioning them here.

I don't think any of this is resource-related, I have a pretty powerful PC, I've uninstalled the crappy official HD textures pack, I use enbtools (with no visuals, just the memory/framerate-related stuff), I didn't really f*** around with my ini files, so I don't know what can be causing this other than the mods I have.

I'm attaching two log files, also. The smaller one, Papyrus.0.log, is from a new game (it didn't end up in a crash, I've manually quit it before that), while the larger one, Papyrus.1.log is from the actual game I was playing and it did end up in a freeze, AFAIR.

I would also like to post my load order, but I don't see a way to do it in Vortex, and the plugins.txt file it generates seems to be not 100% accurate.

EDIT: Also, I have to point out that because it's not easy to test whether the new patch will help with the active scripts eventually piling up, at least, in a reasonable amount of time, I can't really relay whether installing the patch manually helps or not.
 

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Both of those Papyrus files have the same problem - Workshop Framework appears to be missing from your save and has been in it before.

Check that WorkshopFramework.esm and WorkshopFramework.ba2 are in your Fallout 4/Data folder. Then in the in-game mods menu, make sure WorkshopFramework.esm is checked in.
 
That's odd. I've never downloaded Workshop Framework, and, of course, it wasn't a part of the New Game save file at any point, since this log describes the entirety of that game's length, it was never interrupted from start.

I guess it must be a hidden requirement for something?
 
It's a requirement for Conqueror. Are you using that?
 
Is it part of 3 in 1? If no, I am not using that, Might be some script from it snuck into the 3 in 1 version?
 
Could be another mod is referencing the scripts, or just the optional tie-in stuff in SS is dropping weird errors.

Since you aren't using Conqueror, than we've got to look at something else as without Conqueror, SS doesn't actually care if you have WSFW installed.

The other two concerning things I see in your logs are tons of spam from Journey and BLD (which I believe is Better Locational Damage). Since you mentioned the freezes are happening in combat a lot, BLD might be a good one to test without for a bit to see if those issues stop.
 
Yes, that was one of the mods I've commented at. The author says the error logs are harmless, just like everyone does, but it still doesn't explain why I am getting a lot of error logs even when I disable the features of the mod via the config menu. Same happens with the Player Comments.

No idea what Journey is about, the mod page seems long dead, so I didn't even try commenting there.

It honestly seems to me that something core in the Fallout itself or very close to it isn't working right, since nobody can tell me why this happens, but I don't really know what. I have the latest version of the F4SE, the files verify correctly on Steam, I've changed the ini configuration to extend the script memory, as recommended here, I've re-installed the game from scratch before this build... Just no idea as to what could be causing this.
 
They are generally correct that the Papyrus log spam isn't super important. I usually use it to find suspects though, so if I see a ton of spam from a couple mods, I find it worth disabling those mods as a test to see if any issues clear up.

When you run into bizarre situations like this, it tends to turn out to be Load Order. Often just juggling which mods load when can change things.

Have you tried out LOOT to see if it has a positive effect?
 
I am using Vortex, it has an auto-ordering feature already.
Unfortunately, I don't know what to suggest beyond that, other than to try removing some mods until you have a stable game and slowly add them back in to try and figure out the cause.

If you truly believe it's the core game itself, then the issue should crop up for you without any mods.

My gut says there is a mod in your order that needs to be moved, or disabled. The vanilla game, while not perfect, is pretty darn stable on its own.
 
Well, unfortunately, this is not really a workable solution either, since initially the game was indeed pretty stable, so it would require an unknown but pretty large amount of time to test the game for crashes, which, combined with the necessity of many such tests, would make it completely unfeasible.

Oh well. I guess I'll just have to return to FO4 with mods at some much later point in time.
 
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