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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Terminals
Assigned To: Nobody
Platform: All
Severity: Low
Votes: 0
Watching: N/A
Opened By JPulowski on Aug 29, 2017 5:33 am
Last Edited By Arthmoor on Oct 1, 2017 12:04 am
Closed By Arthmoor on Oct 12, 2017 5:36 pm
Resolution: Fixed
Comment: Fixed for UFO4P 2.0.2.

Issue #22809: Unlocking doors from terminals causes delay

 
Quoting from randyconstan:
//This mod fixes a bug that causes terminals to have a small delay when opening/closing doors with the message "Accessing Maglocks..." or "Initializing Maglocks...".

These messages themselves are normal, but with this bug you are unable to leave terminals until the message goes away (3-5 seconds). Annoying! This mod also fixes the delay with doors actually opening up (once you step away from the terminal).

This bug happens after you use the terminal in Federal Ration Stockpile that opens the supply cache doors. Once you do this, many other MaxLock/Maglock doors will experience the issues described above because they share the same papyrus scripts.

After the bug fix is applied, you can safely use the Federal Ration Stockpile terminals again without fear of re-encountering the bug! And these particular doors can be opened/closed (instead of being stuck at 'BUSY').

Technical details: this mod removes a linked reference on form id 00022117 which is a terminal controlled door in Federal Ration Stockpile. It also changes the linked reference on form id 001A4489 (which is a terminal) to point at the other door in Federal Ration Stockpile. Before this, using either terminal to open these doors would cause a loop as the doors were pointing to each other. This would then cause weirdness and delays for many other terminals/doors in the game.//

He has given his permission for integration to UFO4P. See: https://forums.nexusmods.com/index.php?showtopic=5932778&p=53028588
And here is the mod: www.nexusmods.com/fallout4/mods/26353

Related Issues: 22467  

Comments

3 comment(s) [Closed]
Sclerocephalus said:
 
This is currently being investigated. It may fix the symptoms but we aren't sure yet whether it also fixes the actual cause.

For example, terminals DO NOT share the same scripts. They share the code, but are running separate instances (with their own sets of values for properties and variables). [same as the difference between base form and object reference, btw; i.e. with that logics applied, all refs to the same form would move in the worldspace if you move one of them]. Thus, since there is no communication between scripts on terminals that are not related to each other, it is unclear how modifications of one terminal would fix all others. It's more likely that there's something more fundamentally wrong.

Arthmoor said:
 
No idea what role it plays in this, but the save attached to Issue #22712 lists the following Papyrus stack when the dps command is called:

[10/12/2017 - 01:56:53PM] Dumping stack 902435:
[10/12/2017 - 01:56:53PM] 	Frame count: 1 (Page count: 1)
[10/12/2017 - 01:56:53PM] 	State: Running (Freeze state: Freezing)
[10/12/2017 - 01:56:53PM] 	Type: Normal
[10/12/2017 - 01:56:53PM] 	Return register: None
[10/12/2017 - 01:56:53PM] 	Has stack callback: Yes
[10/12/2017 - 01:56:53PM] 	Has unbind object: Yes
[10/12/2017 - 01:56:53PM] 	Stack trace:
[10/12/2017 - 01:56:53PM] 		[ (000DEA36)].Fragments:Terminals:TERM_nativeSwitchDoorTermina_000DEA36.Fragment_Terminal_02() - "g:\_F4\Art\Raw\Scripts\Fragments\Terminals\TERM_nativeSwitchDoorTermina_000DEA36.psc" Line 26
[10/12/2017 - 01:56:53PM] 			IP: 392	Instruction: 8	Line: 26
[10/12/2017 - 01:56:53PM] 			[akTerminalRef]: [ObjectReference < (001A4489)>]
[10/12/2017 - 01:56:53PM] 			[::temp7]: [Default2StateActivator < (00022117)>]
[10/12/2017 - 01:56:53PM] 			[::temp10]: True
[10/12/2017 - 01:56:53PM] 			[myDoor]: [Default2StateActivator < (00022117)>]
[10/12/2017 - 01:56:53PM] 			[::temp11]: True
[10/12/2017 - 01:56:53PM] 			[::nonevar]: None
[10/12/2017 - 01:56:53PM] 			[::temp12]: [Default2StateActivator < (00022117)>]


As it happens, 001A4489 is the reference to the terminal at Federal Ration Stockpile.

I have the same stack dump in my own save.

Comment #2 Oct 12, 2017 4:06 pm  Edited by Arthmoor on Oct 12, 2017 4:24 pm
Arthmoor said:
 
After testing the esp with the linkage fix, I have determined that it does in fact stop the production of continuous stack dumps for that security door. I can't tell if it's done anything to address the general feeling of delay when opening a maglock but at least now it won't be hogging up stack time in an endless loop.

The reason for this appears to be because the security doors all have a setting for a "native terminal" and most of them point back to nativeSwitchDoorTerminal. That terminal then points to the submenu terminal nativeTurretTerminalSubMenu. On that submenu terminal is where the script fragment resides. So it's entirely possible that the game is seeing this as a single terminal everywhere that controls doors. Once 00022117 got going it got caught in a linked list loop with 0002210D on the other side of the storage room. The doors would open but then it would just sit there on the stack pinging back and forth between the 2 security doors.

As soon as the endless linkage was broken, the script disappeared from the stack. Both doors will still open properly in the cell so this fix does in fact seem solid. It's quite likely most other door setups don't have a linked pair like this which is why it never showed up anywhere else.

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