xNVSE / NVSE

New Vegas Script Extender (NVSE)
https://git.io/JfSAo
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Script Errors with 6.1.7, bWarnScriptErrors Not Functioning Correctly #52

Open SkyNinja opened 3 years ago

SkyNinja commented 3 years ago

After installing xNVSE 6.1.7, I began experiencing script errors as I played, apparently even within FalloutNV.esm, which should of course be impossible.

20210727031944_1

20210727054826_1

I don't know what triggered the first one, but the second was easily reproducible. I simply had to open the Pip-Boy and play around for a while. After testing several times, the script error occurred sooner or later every time while 6.1.7 was installed, but never occurred after switching back to 6.1.6, even after testing for much longer than it ever took for the error to occur under 6.1.7.

c6-dev commented 3 years ago

Add bWarnScriptErrors=0 under [Release] in nvse_config.ini.

SkyNinja commented 3 years ago

Only issue script error warnings in top corner if GECK is installed

Ah, okay, so these are things that always happened, they're just getting logged by default now because I have the Creation Kit installed, right?

c6-dev commented 3 years ago

Yep. Not a good idea in my opinion since it comes preinstalled with the GOG release.

SkyNinja commented 3 years ago

Inclined to agree, especially considering I've never seen the variable documented before the changelog, which can really add to the confusion.

SkyNinja commented 3 years ago

So, as it turns out, bWarnScriptErrors doesn't seem to work properly in 6.1.7. If it's 0 while the GECK is installed, script error warnings are still dumped to the console (not sure if this happened before, but I never saw it, despite regularly using the console and playing with Vanilla UI Plus since the beginning of this playthrough), and a blank message occasionally appears in the top corner, with no text and the default Vault Boy image.

SkyNinja commented 3 years ago

So, after further testing, I couldn't reproduce those script errors in the second screenshot at all under 6.1.6 with bWarnScriptErrors=1.

c6-dev commented 3 years ago

The option didn't exist in 6.1.6. Are you sure that the setting is in the right section, the config file itself is in Data\NVSE, and not being overridden by a mod? TTW is known to overwrite the config, for one. Script errors don't appear in console on my end with the setting at 0.

SkyNinja commented 3 years ago

The option didn't exist in 6.1.6.

Ah, okay. I was thinking that this from the 6.0 changelog was referring to the same thing.

Are you sure that the setting is in the right section, the config file itself is in Data\NVSE, and not being overridden by a mod?TTW is known to overwrite the config, for one. Script errors don't appear in console on my end with the setting at 0.

Pretty sure, though if I did make a mistake that I'm missing, this screenshot should include it. I just ran the game with this config exactly as shown, and received script error logs for VUI+ printed to the console, though I didn't get the broken corner notification this time. image_2021-07-28_072140

SkyNinja commented 3 years ago

So, I recorded a video of this happening, to try and help.

https://youtu.be/9uISnk6uS0M

In the process, though, I may have made an important discovery: The errors only start getting dumped to the console after interacting with something, in this case, the door.

Tommack63 commented 3 years ago

I've been getting those same errors, particularly for any script utilizing the removeMe function? Which I thought as strange.

korri123 commented 3 years ago

Will be fixed in 6.1.8

SkyNinja commented 3 years ago

Yep, behavior seems fixed. No logs unless bWarnScriptErrors=1 or the GECK is running.

SkyNinja commented 3 years ago

Spoke too soon, same issues are still present, the error-that-isn't-actually-an-error in VUI+ simply isn't being mis-detected anymore. Now, it's logging an error in JIP CCC.

I get the corner notification and console log without the GECK running and with bWarnScriptErrors not present in the ini, and I get only console logs if bWarnScriptErrors=0 is present.

korri123 commented 3 years ago

Error in CCC is an actual error that wasn't logged before 6.1.8 (it was previously silent). By default, bWarnScriptErrors is true if the GECK was opened in the last two days.

SkyNinja commented 3 years ago

Ah, okay. I guess the only thing that leaves from my last message is console logs still appearing if bWarnScriptErrors=0.

Tommack63 commented 3 years ago

Spoke too soon, same issues are still present, the error-that-isn't-actually-an-error in VUI+ simply isn't being mis-detected anymore. Now, it's logging an error in JIP CCC.

I get the corner notification and console log without the GECK running and with bWarnScriptErrors not present in the ini, and I get only console logs if bWarnScriptErrors=0 is present.

I get it regardless of bWarnScriptErrors value, and that due to I open geck quite often. seems to me we'll get this warning if we remove mods and then load a save too... it could be the simplest of mods that just adds forms like items that you removed. hat is strange is seeing some warning references for untouched vanilla scripts.

Manan6619 commented 2 years ago

I can corroborate that the RemoveMe function is throwing these error messages still in 6.2.4. The script itself is working fine, I can see that the reference it enables is being enabled and the item the script is on is not present in my inventory.

Demorome commented 2 years ago

There was a bug related to how bWarnScriptErrors was being read which was fixed here . The fix is included in 6.2.5. Could you confirm if the issue persists?