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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Papyrus
Assigned To: Sclerocephalus
Platform: All
Severity: Low
Votes: 0
Watching: N/A
Opened By BlackPete on Apr 26, 2018 12:28 am
Last Edited By Sclerocephalus on May 15, 2018 11:01 am
Closed By Sclerocephalus on May 18, 2018 8:55 pm
Resolution: Fixed
Comment: Fixed for UFO4P 2.0.4

Issue #24382: FollowersScript: Cannot call myLocation() on a None object

 
[04/24/2018 - 05:59:55PM] error: Cannot call myLocation() on a None object, aborting function call
stack:
[Followers (000289E4)].followersscript.DismissCompanion() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\followersscript.psc" Line 867
[COMDanse (000BBD97)].Fragments:Quests:QF_COMDanse_000BBD97.Fragment_Stage_0091_Item_00() - "g:\_F4\Art\Raw\Scripts\Fragments\Quests\QF_COMDanse_000BBD97.psc" Line 25

Related Issues: 28259  

Comments

5 comment(s) [Closed]
Sclerocephalus said:
 
This happens if a workshop selection menu pops up and the player somehow manages to close it without having selected any workshop. FollowersScript then tries to retrieve the previous workshop location of the follower as a default location (i.e. the location this follower was previously sent to by the player), but if there isn't any (i.e. if the follower was never dismissed before), it ends up with a none location and the entire dismissal process fails with an error.

Had happen this myself on several occasions recently. If your follower decides to leave you during a fight (usually because you attacked or killed a friendly NPC), and you are still in combat while the menu pops up, it's very easy to make it close again without having selected a workshop.

To fix this, I defined a defsault location for FollowersScript to fall back to, in case the function that handles the dismissal doesn't find any. Had to make a new script property for that purpose, and did set it to Sanctuary.

kawaksallas said:
 
To fix this, I defined a defsault location for FollowersScript to fall back to, in case the function that handles the dismissal doesn't find any. Had to make a new script property for that purpose, and did set it to Sanctuary.

closing the "send to" window by pressing tab/esc without selecting a workshop sends the companion to the default location or last location said companion was send to

this fix means I cannot send nick or piper back to their default place in diamond city anymore by closing said window without selecting any location? if so, that's bad and you may want to rethink your approach to fix this issue

Sclerocephalus said:
 
"This fix means I cannot send nick or piper back to their default place in diamond city anymore by closing said window without selecting any location?"

Said function on FollowersScript will only accept workshop locations. It has never been intended to send any followers back to their "pick-up locations" because all pre-requisites to properly handle this are missing from the scripts. If no workshop is passed, the script fails with an error and the dismissal procedure does not properly complete its task.

If a follower was never at a workshop (and thus has no workshop packages), he may in fact return to his editor location, but onlyif he has at least one package that ties him to this location. If he doesn't, he may get lost forever.

Thus, what you're doing is actually a bug exploit, with no guarantee that it will always work as you expect it.

kawaksallas said:
 
of course you have way more technical knowledge than I will ever have, and I'll take your word for it

still, I think this is wrong (not be able to send companion back to original location)

once this fix goes live, guess I'll have to search for a mod that sends them back to their true homes

Sclerocephalus said:
 
We discussed this on Disocrd and decided to only add a sanity check, so the error will be gone and the function will finish properly.
Of course, there will be no safety net now,. Thus, if you want to tab out without a workshop specified, you can still do that - but you're doing it at your won risk.

Note that this function does not send anyone anywhere. It only removes the follower from his alias. What will happen subsequently is solely determined by his packages. If he has a workshop assigned, the workshop packages will handle the transfer. If not, the follower may return to his editor location - but only if at least one of his default packages is tied to that location. If not (and this is possible, because the packages have not been designed with this particular situation in mind), he may get lost forever.

I agree that it should be possible to send followers back to their editor location, but the sad truth is that this is not part of the game and was never intended to be. It is an oversight in game design, but this does not justify to leave a bug unfixed or to try exploiting it.

Comment #5 May 15, 2018 10:58 am  Edited by Sclerocephalus on May 15, 2018 10:59 am
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