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Issue Data
Status: Closed
Issue Type: Bug Report
Project: Unofficial Fallout 4 Patch
Component: Fallout 4: Vanilla
Category: Quests & Dialogue
Assigned To: Sclerocephalus
Platform: All
Severity: Low
Votes: 0
Watching: N/A
Opened By BlackPete on May 13, 2019 9:06 am
Last Edited By Sclerocephalus on Aug 19, 2019 9:21 am
Closed By Sclerocephalus on Sep 21, 2019 5:48 am
Resolution: Fixed
Comment: Fixed for UFO4P 2.0.9

Issue #26736: REObjectJS01Note: attempting to start event scoped quest outside of story manager

 
[05/11/2019 - 12:34:31AM] error: REObjectJS01 (000318FE): attempting to start event scoped quest outside of story manager.
stack:
[REObjectJS01 (000318FE)].rescript.SetCurrentStageID() - "<native>" Line ?
[REObjectJS01 (000318FE)].rescript.setStage() - "g:\_F4\Art\Raw\Scripts\Quest.psc" Line 174
[Item 141 in container (00000014)].REObjectJS01Note.waiting.OnRead() - "g:\_F4\Art\Raw\Scripts\REObjectJS01Note.psc" Line 8

Comments

1 comment(s) [Closed]
Sclerocephalus said:
 
This looked like a simple fix but turned out to be rather complicated.

First of all, this is bad quest design:
- The quest places a note to be picked up by the player. Once the player reads the note, a script on the note will set a quest stage that adds a map marker held in a quest alias.
- However, the quest shuts down as soon as everything unloads, irrespective of whether the player has already read the note when that happens. If he hasn't, the quest is no longer running, the script on the note throws an error an no map marker is ever added at all.
- Unfortunately, setting the map marker from the script on the note is not possible because the location apparently varies, so wee need access to the marker alias that is no longer available either once the quest has shut down.
- To make it even worse, the script on the note is missing a state change that prevents it from calling the quest again, so the error will re-occur every time the player reads the note.

Fortunately though, this is an REObject type quest. These quests leave the items they place in the game world and they never rearm their triggers. Thus we don't have to care if we keep the quest running a liitle longer than usual and there will be a relatively easy fix:
(1) We set the StopQuestWhenAliasesUnloaded and StopQuestWhenAliasesDead properties on REScript to false. With these conditions, the quest will never shut down because the stop conditions are never fulfilled.
(2) We add a line to stage 20 (i.e. the stage set by the script on the note) to set StopQuestWhenAliasesUnloaded to true after it has added the map marker. Now the quest can shut down as intended, but it will only do so after the map marker has been added, i.e. after the player has read the note. In other words: stage 20 is now a required stage for the quest to shut down.
(3) Add the missing state change to the script on the note to prevent it from calling the quest more than once.

Comment #1 Aug 12, 2019 2:07 am  Edited by Sclerocephalus on Aug 12, 2019 2:09 am
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