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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 Feb 12, 2019 10:40 pm
Last Edited By Sclerocephalus on Oct 16, 2019 5:20 am
Closed By Sclerocephalus on Nov 22, 2019 8:41 am
Resolution: Fixed
Comment: Fixed for UFO4P 2.1.0

Issue #26179: SF_MQ302Min_Preston_ChargePl_0011386A: Cannot call MoveTo() on a None object

 
[02/11/2019 - 10:09:00PM] error: Cannot call MoveTo() on a None object, aborting function call
stack:
[Followers (000289E4)].followersscript.TeleportActor() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\followersscript.psc" Line 1171
[Followers (000289E4)].followersscript.TryToTeleportDogmeat() - "C:\Users\Dr. Peter Haas\AppData\Local\Temp\PapyrusTemp\followersscript.psc" Line 1150
[MQ302Min (0010C64A)].MQ302MinQuestScript.TeleportFollowers() - "g:\_F4\Art\Raw\Scripts\MQ302MinQuestScript.psc" Line 10
[ (0011386A)].Fragments:Scenes:SF_MQ302Min_Preston_ChargePl_0011386A.Fragment_End() - "g:\_F4\Art\Raw\Scripts\Fragments\Scenes\SF_MQ302Min_Preston_ChargePl_0011386A.psc" Line 12

Note: As the error appears to indicate -- I did have Dogmeat as a follower during this quest. Preston and several other Minutemen were along as well, but that's a given.

Comments

1 comment(s) [Closed]
Sclerocephalus said:
 
A good catch !
Ever wondered why follower teleports often don't work (e.g. when using a load elevator) ? This is probably why.
I'm posting the fixed function (on FollowersScript) below. The comment will explain the mistake:

Function TeleportActor(Actor ActorToTeleport, ObjectReference TeleportDestinationRef, bool ShouldPlayTeleportInEffect, bool ShouldPlayTeleportOutEffect)
	debug.trace(self + "TeleportActor() ActorToTeleport: " + ActorToTeleport + ", TeleportDestinationRef: " + TeleportDestinationRef)


	TeleportActorScript TeleportActor = ActorToTeleport as TeleportActorScript

	if ShouldPlayTeleportOutEffect
		if TeleportActor
			TeleportActor.TeleportIn()
		else
			game.Warning("FollowerScript: TeleportFollowers() actor doesn't have TeleportActorScript attached, can't play fx! " + ActorToTeleport)
		endif
	endif

	utility.wait(5)

	debug.trace(self + "TeleportActor() calling MoveTo()" + TeleportDestinationRef)
	;TeleportActor.MoveTo(TeleportDestinationRef)
	;UFO4P 2.1.0 Bug #26179: replaced the previous line with the following line:
	;Otherwise, this call will fail on all actors that do not have a TeleportActorScript attached (e.g. Dogmeat), but that script is only used for playing the teleport FX and
	;has nothing to do with whether the actor can be moved or not.
	ActorToTeleport.MoveTo (TeleportDestinationRef)
	debug.trace(self + "TeleportActor() done with moveto" )

	if ShouldPlayTeleportInEffect
		if TeleportActor
			TeleportActor.TeleportIn()
		else
			game.Warning("FollowerScript: TeleportFollowers() actor doesn't have TeleportActorScript attached, can't play fx! " + ActorToTeleport)
		endif
	endif

	debug.trace(self + "TeleportActor() done" )

EndFunction

Comment #1 Oct 16, 2019 5:14 am  Edited by Sclerocephalus on Oct 16, 2019 5:20 am
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