Massive Papyrus error spam due to a single script

Post » Wed Nov 27, 2013 3:12 pm

My Skyrim is very heavily modded (200 mods) and no doubt this problem is caused by some conflicting mod. I know my modding and how to deal with it. I just checked my Papyrus logs of yesterday's ~3 hour long play session (Without a single crash I might add.) and much to my dismay the log was 725,757 lines long. All of it containing the following error:

[11/25/2013 - 11:00:28PM] Error: Unable to call Is3DLoaded - no native object bound to the script object, or object is of incorrect typestack:	[None].dlc2MerchBowofTheStagEquipSCRIPT.Is3DLoaded() - "" Line ?	[ (04039667)].WeaponRackActivateScript.PlaceItem() - "WeaponRackActivateSCRIPT.psc" Line 268	[ (04039667)].WeaponRackActivateScript.HandlePlayerItem() - "WeaponRackActivateSCRIPT.psc" Line 329	[ (04039667)].WeaponRackActivateScript.RunPlayerActivation() - "WeaponRackActivateSCRIPT.psc" Line 188	[ (04039667)].WeaponRackActivateScript.OnActivate() - "WeaponRackActivateSCRIPT.psc" Line 84[11/25/2013 - 11:00:28PM] Warning: Assigning None to a non-object variable named "::temp24"stack:	[ (04039667)].WeaponRackActivateScript.PlaceItem() - "WeaponRackActivateSCRIPT.psc" Line 268	[ (04039667)].WeaponRackActivateScript.HandlePlayerItem() - "WeaponRackActivateSCRIPT.psc" Line 329	[ (04039667)].WeaponRackActivateScript.RunPlayerActivation() - "WeaponRackActivateSCRIPT.psc" Line 188	[ (04039667)].WeaponRackActivateScript.OnActivate() - "WeaponRackActivateSCRIPT.psc" Line 84
According to my calculations the script runs every 3.5 seconds or so. I can actually pinpoint the time when this problem started but loading a save that old (~4 days) is no longer an option.

The item in question is http://www.uesp.net/wiki/Dragonborn:Glass_Bow_of_the_Stag_Prince#Glass_Bow_of_the_Stag_Prince. What I did was equip it and place it on the right weapon rack (when looking at the bed) in Severin Manor. The bow did not appear on the weapon rack but was instead teleported into mid air a little bit in front of the rack after which it fell down on the floor. The other weapon racks in the room work fine with this bow but this particular one does not.

After getting a few crashes due to this script error (I always check the logs after a CTD.) I quickly went back to Severin Manor, took the bow off from another weapon rack and put it in a chest. The script was still running. I then placed various daggers on this bugged weapon rack and any other weapon racks in the room where I had previously placed the bow. The script is obviously still running. This weapon rack in particular is quite bugged with other weapons too. Staring at it does not give you the option to use it. It seems like the visual model and the activator (if you can even separate those) are in different locations.

Is there a way for me to force stop this script from running or perhaps restart it? Would forcefully deleting this item from the game work? Or the script? I don't care about the item, it's just another trophy on my wall. Deleting the weapon rack script is also an option. I'll take game stability over trophies on my walls any day.

Relevant INI settings.
[Papyrus]fUpdateBudgetMS=800fExtraTaskletBudgetMS=800fPostLoadUpdateTimeMS=2000iMinMemoryPageSize=256iMaxMemoryPageSize=1024iMaxAllocatedMemoryBytes=4294967294bEnableLogging=1bEnableTrace=1bLoadDebugInformation=1
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Melanie Steinberg
 
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Post » Wed Nov 27, 2013 7:08 pm


This may not be related to your problem, but that's not something you should have for the value. I recommend you revert the INI files to the default by wiping them. Once you do that, you can then turn the logging on. That value, though, shouldn't be touched and you have it set to an invalid value.
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мistrєss
 
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Joined: Thu Dec 14, 2006 3:13 am

Post » Wed Nov 27, 2013 9:39 am

iMaxAllocatedMemoryBytes

Max: 2147483647 (2GB)

Default: 76800 (75kB)

WARNING:

Increasing iMaxAllocatedMemoryBytes to values much larger than default can cause (stack buffer overflows), intermittent game stuttering, erratic game behavior and CTDs.

Stack thrashing will produce stack dumps in the Papyrus log.

The dumps can be very large if many scripts are running, producing a very large log file.

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Monika Fiolek
 
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Post » Wed Nov 27, 2013 7:27 pm

I am aware that my iMaxAllocatedMemoryBytes is larger than it should be but I actually found it to be more stable like this. I've tweaked the Papyrus settings quite a bit. I suppose I'll make it the recommended maximum and see if that helps.
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Dan Stevens
 
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Post » Wed Nov 27, 2013 2:10 pm

Don't even make it 2 GB. That value is for the Papyrus virtual machine. Setting it that high could cause it to eat up all of the memory available for the game in various circumstances. The best thing to do if you're set on messing with it is to set it to the default and then carefully experiment by slowly increasing it and playing for long periods of time in a single session for multiple times and seeing what happens before increasing it again.

That's my recommendation, at least.
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Rude Gurl
 
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Post » Wed Nov 27, 2013 6:35 am

I'll experiment with lower values then. I just CTD'd again because of this error.
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Cartoon
 
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