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The mystery of the missing script (Deadly Combat and ARM)


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Posted (edited)

I have a small problem.  It seems that I have at least 2 mods (Deadly Combat and Agent of Righteous Might) that make references to the following script:

 

TIF__010C5DA6

 

That script is nowhere to be found.  I checked MO and I also checked the skyrim Misc.bsa archive.  The fact that both mods are looking for the same script makes me think that it used to be part of the Skyrim build but was later removed in a subsequent version.  I first noticed the problem when I tried to buy "Adrenaline Rush" potions at shops but didn't receive any potions in my inventory.  Looking at the Adrenaline Rush records in DeadlyCombat.esp showed me the reference to that script.  So I decided to check my papyrus log and found this:

 

[ ( 60061368 ) ].DreeARMDefaultLightOnActorScript.OnUpdate() - " DreeARMDefaultLightOnActorScript.psc " Line 8
[ 11/28/2014 - 04:25:08PM ] Cannot open store for class "TIF__010C5DA6", missing file?
 

DreeARM is the Agent of Righteous Might mod.

 

So what do you guys think?  Any Deadly Combat users here?  If so can you buy Adrenaline Rush potions?  (Yes I did check the Deadly Combat posts and found a couple other people complaining of the same problem.  But that was only 2 people over the span of 2 years.  No solutions were posted.)

Edited by Glanzer

6 answers to this question

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Posted (edited)

Did the potions actually do anything?

 

EDIT:

Nevermind. I was thinking the script had something todo with the functionality of the potion. It looks to be the dialog text instead.

Sorry. Move along.

Edited by GrantSP
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Posted

So if that missing script borks Deadly Combat, how does it affect 'Agent of Righteous Might'?

I'm assuming you must be able to buy something from a trader in that mod also. What would it be and can you buy it?

 

This is assuming of course that that script is in fact a generic Topic extension like this one:

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname TIF__0114D02E Extends TopicInfo Hidden

;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
; add drink to player
MQ201QuestScript MQ201 = GetOwningQuest() as MQ201QuestScript
MQ201.GivePlayerDrink()
;END CODE
EndFunction
;END FRAGMENT

;END FRAGMENT CODE - Do not edit anything between this and the begin comment

 

 

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Posted

For Deadly Combat it prevents the completion of the "quest" which seems to be the method the mod author used to give you the potion.  At least there's a quest record for the item.  For ARM I don't know because I haven't looked through its records.  People have completed that mod, though with a few problems, and so far I haven't had any problems that I couldn't work around.

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Posted (edited)

I went and had a look at ARM on the Nexus. I see what you mean about a few oddities that cause the mod to be problematic.

I was asking to see if the script does exactly the same thing in both mods, and hence is most likely a generic script. Or if it might just be a case of one or the other authors mistakenly adding the other author's script reference and not checking. A long shot I know but surely if it is from Bethesda and it now no longer exists there would have been 100's of questions and bug reports about it by now?

 

What are the chances it is just a similarly labelled script but has nothing to do with Bethesda?

 

Until you figure out if it is the same function or just a fluke of naming you can't even hope to make a patch, or some other workaround that doesn't involve completing quests with console commands.

 

Sorry I can't provide any specific help. I just love these sort of problems though, and finding the answer can be very informative in so many areas. At least for those looking on from outside. For you it is probably less fun.

Edited by GrantSP
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Posted

I'm kind of hoping to find an old copy of the script somewhere, that's assuming there really is just one script. I haven't contacted the mod authors yet but I think they may be long gone. The few problems I've had with ARM include quest triggers not getting correctly fired and an entrance door that relocked itself. For example one of the first quests was to go to a temple. When I entered the temple nothing happened and the quest line continued with that objective uncompleted. So I went back to my save and re - entered the temple but turned around and walked to the door at which time the objective got completed. Apparently the trigger area just wasn't set properly. Probably not a script problem in that case anyway.

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