![]() ![]() This will create a _load_etree_node_errors.log file in the same folder the mod is placed in. ![]() You may find the attached script mod useful as, like mine, your game is not logging those to your last exception file. Even though these are not generating LE errors in your or my game those values do get thrown out of the list so there is no point in including them.Īn example of one of these would be the inclusion of the affordance 136725 (Toilet_Talking_soc_mixer_Friendly_tellJoke) in the user_running_interactions tests of the good sense of humor trait's loot action. Mixers, and several other types of affordances, are not based on super interactions and so they will produce this error as they are loaded. The issue is that in the list of affordances within a user_running_interaction test, all of the affordances must be based off the SuperInteraction class. Thanks to a player who replied to the thread in the help forum I was finally able to get one of the mods that cause the LE and was able to track down the precise cause of those errors. How do I get it to show up in Python? I don't normally use it so I'm not sure The trait uses 139819 which is the Write Lyrics (singingSkill_startsWriting_Piano), do you think this could be related to the piano_WriteLyrics tuning error? Thanks for the link too! Hopefully I can get this sorted! yeah, that doesn't really help, but it's definitely not something you're doing with the piano_WriteLyrics tuning! The referenced instance ID on this thread is another one, not the piano one, so. Until I can get pointed to a "this specific one" of your traits is causing this exception, download a copy of it, put it in my game and see that error occuring myself, figuring it out is largely a matter of semi-blind guesswork.ĮTA: I noticed another thread ( ) on the help forum that references this and has another LE. It's tough to figure out, particularly since neither you nor I see this error getting thrown. But those typically will throw an error as the game is saved that the number is invalid and the game save has failed. There were several of these errors in the game, and although many have been found and corrected, I'm sure some still exist. That could be due to something in the trait (or a conflicting mod) that is using a 64-bit instance ID (such as is used by a mod) where the save/load portion of the game is expecting a 32-bit value (such as used by EA's XML). There is also some indication this could possibly be due to an invalid saved instance number for something (again, possibly a lock out although I didn't think those got saved) in a saved game. Looking through the Python code it seems this may be linked to some kind of interaction lock out timer. Or something is overriding the piano_WriteLyrics and somewhere in there it expects a reference to a "something" and instead finds a reference to a "something else". So either the tuning for that has been overriden by another mod and is referencing something it shouldn't be, OR a mod has a tuning that references piano_WriteLyrics in a place that it shouldn't.įor instance, something is expecting to find a reference to a 'trait' (just to throw out an example) and instead of the instance number of a trait, there is 139748 which is not a trait, and so bam that's invalid. The exception notes an instance ID of 139748, which is the piano_WriteLyrics crafting interaction. Basically in a tuning reference somwhere, instance ID 'x' is being used where that instance is not allowed for that particular tuning. There's a class reference error that is occuring which I have not seen before. ![]()
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