Tested it a bit and noticed that guards are not reacting to hostile npc. Then I checked log and there are a lot of these errors [15:01:06.716 E] L83144_1[scripts/protective_guards_for_omw/aggressor.lua] callTimer failed: Lua error: [string "scripts/protective_guards_for_omw/aggressor.lua"]:40: bad argument #1 to 'pairs' (table expected, got nil) [15:01:06.716 E] stack traceback: [15:01:06.716 E] [C]: in function 'pairs' [15:01:06.716 E] [string "scripts/protective_guards_for_omw/aggressor.lua"]:40: in function <[string "scripts/protective_guards_for_omw/aggressor.lua"]:26> Original version is working fine btw. Maybe this version is not working on OpenMW 0.48?
Hi, I've installed this along with pursuit but when I attack someone inside a house, the guards and npcs don't care once im outside, im attacked and they dont do anything, also I can kill the individual and they wont care either,
Not enough information, the crash cause could be anything. - Try to reproduce the crash - If you can reproduce, try without my mod (keep the original Protective Guard)
Yeah, the crash consistently happens when your mod is installed, but never for just the original PG.
I have this line when I load the save, which is the only mention I see offhand. This occurs in a separate cell than the one where I trigger the crash:
[14:16:43.462 I] L@0x1[scripts/protective_guards_for_omw/player.lua]:Pursuit and Protective Guards interaction established
There's no other reference to Protective Guards with or without your mod installed. (Though obviously the log doesn't end abruptly when the game doesn't crash.)
I also have Consistent Guard Reactions and No Witness- No Bounty running, and they do not seem to be encountering any issues.
I had no crash when i stole the diamond for Sugarlips. Can you tell me exactly the steps to reproduce? And try also with a new game. Do you have a crash with a new game?
Yes and no: the guards of your family faction protect you (except in special cases - see "spoiler" in description). But the non-guards don't protect. It should be a bad idea that non-guards protect, because they're not made to guard, and there are rivalries/enemies in each faction.
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Then I checked log and there are a lot of these errors
[15:01:06.716 E] L83144_1[scripts/protective_guards_for_omw/aggressor.lua] callTimer failed: Lua error: [string "scripts/protective_guards_for_omw/aggressor.lua"]:40: bad argument #1 to 'pairs' (table expected, got nil)
[15:01:06.716 E] stack traceback:
[15:01:06.716 E] [C]: in function 'pairs'
[15:01:06.716 E] [string "scripts/protective_guards_for_omw/aggressor.lua"]:40: in function <[string "scripts/protective_guards_for_omw/aggressor.lua"]:26>
Original version is working fine btw. Maybe this version is not working on OpenMW 0.48?
(Of course this mod works with 0.49)
"Protective Guards - FNP" is for 0.49+
What's your Protective Guards version?
What's your "Protective Guards - Factions and NPCs Protections" version?
EDIT: i talked about my update from 1.1.1 to 1.2
No idea why, log isn't dumping any information for the mod (aside from saying that the "connection is established.")
- Try to reproduce the crash
- If you can reproduce, try without my mod (keep the original Protective Guard)
I have this line when I load the save, which is the only mention I see offhand. This occurs in a separate cell than the one where I trigger the crash:
[14:16:43.462 I] L@0x1[scripts/protective_guards_for_omw/player.lua]:Pursuit and Protective Guards interaction established
There's no other reference to Protective Guards with or without your mod installed. (Though obviously the log doesn't end abruptly when the game doesn't crash.)
I also have Consistent Guard Reactions and No Witness- No Bounty running, and they do not seem to be encountering any issues.
And try also with a new game. Do you have a crash with a new game?
If you look at the begining of my player.lua you see:
local types = require("openmw.types")
local NPC = types.NPC
It should be a bad idea that non-guards protect, because they're not made to guard, and there are rivalries/enemies in each faction.
But non-guards can react: see No More Indifferent Actors To Combats