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Issue Data
Status: New
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Quests & Dialogue
Assigned To: Nobody
Platform: Windows PC
Severity: Low
Votes: 0
Watching: N/A
Opened By Sclerocephalus on Jul 31, 2016 6:56 pm
Last Edited By BlackPete on Jan 29, 2018 4:24 pm

Issue #21004: DN133 - Script missing

 
Got these errors on my log while clearing the Castle:

[07/31/2016 - 09:12:25PM] error: Cannot call Increment() on a None object, aborting function call
stack:
[alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.Increment() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterAliasColIncOnDeathA.psc" Line 8
[alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.WaitingForDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterQuestRefColIncOnDeath.psc" Line 25
[07/31/2016 - 09:12:28PM] error: Cannot call Increment() on a None object, aborting function call
stack:
[alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.Increment() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterAliasColIncOnDeathA.psc" Line 8
[alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.WaitingForDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterQuestRefColIncOnDeath.psc" Line 25
[07/31/2016 - 09:12:34PM] error: Cannot call Increment() on a None object, aborting function call
stack:
[alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.Increment() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterAliasColIncOnDeathA.psc" Line 8
[alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.WaitingForDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterQuestRefColIncOnDeath.psc" Line 25
[07/31/2016 - 09:12:37PM] error: Cannot call Increment() on a None object, aborting function call
stack:
[alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.Increment() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterAliasColIncOnDeathA.psc" Line 8
[alias CourtyardMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeatha.WaitingForDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterQuestRefColIncOnDeath.psc" Line 25

The Increment() function of defaultcounteraliascolincondeatha script looks as follows (the offending line is marked with asterisks):

Function Increment(ObjectReference akSenderRef)

if (MaintainTargetValue)

(GetOwningQuest() as DefaultCounterQuestA).TargetValue = GetCount()

EndIf

*** (GetOwningQuest() as DefaultCounterQuestA).Increment() ***

if (RemoveWhenDead)

Self.RemoveRef(akSenderRef)

if (MaintainTargetValue)

(GetOwningQuest() as DefaultCounterQuestA).Decrement()

EndIf

EndIf

if ((GetCount() <= TargetRemainingCount) && (MyRemainingStage > -1))

GetOwningQuest().SetStage(MyRemainingStage)

EndIf

EndFunction

Obviously, 'GetOwningQuest() As DefaultCounterQuestA' is 'none'. No suprise, because the DefaultCounterQuestA script does not exist on quest DN133.

Comments

7 comment(s)
Sclerocephalus said:
 
Same problem, same quest, but yet another script missing:

[07/31/2016 - 09:48:17PM] error: Cannot call Increment() on a None object, aborting function call
stack:
[alias WallMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeathb.Increment() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterAliasColIncOnDeathB.psc" Line 8
[alias WallMirelurks on quest DN133 (000AE9A7)].defaultcounteraliascolincondeathb.WaitingForDeath.OnDeath() - "g:\_F4\Art\Raw\ScriptsMilestone\DefaultCounterQuestRefColIncOnDeath.psc" Line 25

This time, defaultcounteraliascolincondeathb tries to call DefaultCounterQuestB which doesn't exist on DN133 either.

Maybe, DefaultCounterQuestC and DefaultCounterQuestD should actually have been called instead (those exist) ?

Comment #1 Jul 31, 2016 7:12 pm  Edited by BlackPete on Jan 29, 2018 4:27 pm
Sclerocephalus said:
 
Whatever those counters are supposed to count, they can't be doing it right. I bet that this causes some obscure quest problems further down the line.

Sclerocephalus said:
 
Had a closer look at those scripts: DefaultCounterQuestA - D are all empty extensions of the DefaultCounterQuest script. Extension makes a new script object; since there is no new code in the extension though, this object does the same as the base script. That way, you can run up to 4 independent counters (4 extensions make 4 script objects that do the same thing but are handled like different scripts; it's basically a special workaround for threading issues).

Best solution therefore is to attach the missing scripts. Since they are empty anyway, there are no properties to set (they get them from the base script).

Arthmoor said:
 
The problem with that is that they DO expect properties to be set.

Also, this quest has to be working because the two aliases in question count up the number of Mirelurk eggs and hatchlings you kill before the Castle assault unleashes the Mirelurk Queen. That clearly works or we'd be seeing numerous reports of the Minutemen questline being utterly broken because of it.

So I'm hesitant to do anything with this here as we have no idea what properties it would expect (count + quest stage) since those are already being accounted for some other way.

Sclerocephalus said:
 
Now that you mention it, we already have a bug report for a 'Mirelurk Queen not spawning' issue on the tracker.

You're right about the properties of course. At least the quest variable tthat's actually counted would have to be specified.

EDIT: Added link:
http://www.afkmods.com/index.php?/tracdown/issue/20818-castle-mirelurk-queen-not-spawning/

Comment #5 Aug 1, 2016 6:31 pm  Edited by BlackPete on Jan 29, 2018 4:25 pm
Arthmoor said:
 
The EggsDestruction alias collection on this quest is using DN133EggCounterScript to tally up the number of eggs destroyed. The properties on this correspond to the expected stages for the Mirelurk Queen bellowing its waring as well as for when it's supposed to spawn. So the C and D scripts are not being used at all.

Since I recall pretty clearly that I went around and shot up all the eggs, that's why I was able to advance the quest despite these counters not incrementing properly. The egg handing is entirely separate.

BlackPete said:
 
I got those errors too. It did seem as though there was something goofy about the counters and destroying the eggs as well during the quest.

Comment #7 Jan 29, 2018 4:24 pm  Edited by BlackPete on Jan 29, 2018 4:26 pm
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