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LOL - Experiment 01 - Papyrus Compiling with Notepad++


donttouchmethere

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LOL - Papyrus Compiling with Notepad++

 

 

✍️ Idea:

  • Compile scripts with Notepad++ instead with Creation Kit (CK)
    • Only source files are needed (and the compiler of course)
    • Locations for input/output are variable.

 

 

Links to additional information:

 

 

⚙️ For comparison and as reference to change paths according to your own system:

  • Those locations are variable:
    • My Skyrim installation folder: "D:\Steam\steamapps\common\Skyrim\"
      • "D:\Steam\steamapps\common\Skyrim\Papyrus Compiler\"
    • My PapyrusScripting folder for input and output: "D:\PapyrusScripting"
      • "D:\PapyrusScripting\scripts\source"
      • "D:\PapyrusScripting\CompiledScripts"

 

 

Files needed:

  • Notepad++ -> don't forget to check if you need the x64 (64bit) or x86 (32bit) version (important later for Notepad++ plugins too)
  • Creation Kit -> located on Steam under Library > Tools > Skyrim Creation Kit
  • SKSE -> download the 7z archive
  • Bethesda Archive Extractor (BSA and BA2) -> needed for extracting BSA files if no loose files are available

 

 

Preparation:

  • Create the folders "D:\PapyrusScripting\scripts\source"
    • Input folder: All source scripts (psc) that are needed to compile go into this folder
  • Create the folder "D:\PapyrusScripting\CompiledScripts"
    • Output folder: all successfully compiled scripts will end here
      • Drink a beer for any script that makes it that far ?? (or magically enchanted tea ?‍♂️?)

 

  • For compiling we need source scripts from SKSE, CK and any source scripts (*.psc) related to the script to compile:
    • CK's Scripts.rar -> can be found in "D:\Steam\steamapps\common\Skyrim\Data\Scripts.rar" -> extract script folder to "D:\PapyrusScripting\scripts"
    • SKSE's scripts -> can be found in skse_1_07_03.7z -> extract "SKSE\Scripts\Source" to "D:\PapyrusScripting\Scripts\Source"
    • psc scripts from source mods -> if you don't know which are needed check the errors during compiling to get a clue. Often those scripts are the same as the requirements for the mod you want to manipulate the script from.

 

  • Modifying ScriptCompile.bat for use with our own PapyrusScripting folder (basically redirecting the input/output directories):
    • Go To "D:\Steam\steamapps\common\Skyrim\Papyrus Compiler\" -> open ScriptCompile.bat with an editor -> Replace the content with this:
"D:\Steam\steamapps\common\Skyrim\Papyrus Compiler\PapyrusCompiler.exe" %1 -f="TESV_Papyrus_Flags.flg" -i="D:\PapyrusScripting\Scripts\Source" -o="D:\PapyrusScripting\CompiledScripts"
cd %2
"%~dp0PapyrusCompiler" %1 -f="TESV_Papyrus_Flags.flg" -i="D:\PapyrusScripting\Scripts\Source" -o="D:\PapyrusScripting\CompiledScripts"
pause

 

 

Notepad++ Configuration:

  • Open Notepad++ and hit F5 [Run]
  • Paste the following line into the input in the "Run..." dialogue window and select "Save..."
    • "D:\Steam\steamapps\common\skyrim\Papyrus Compiler\ScriptCompile.bat" "$(FILE_NAME)" "$(CURRENT_DIRECTORY)"
  • Name the new "Run.." routine "Compile Papyrus"
    • Set up a keyboard shortcut, for example CTRL+F5.
    • The new shortcut "Compile Papyrus" can be found in the [Run] menu option if you want to change the shortcut or shortcut name later.
      • If you attempt to use the shortcut and nothing happens, double check that you have linked the shortcut to the ScriptCompile.bat file, and not the PapyrusCompiler.exe
  • Executing the "Compile Papyrus" routine will compile the script in the active Notepad++ tab.

 

 

Editing and compiling scripts in Notepad++:

  • To Edit and Compile an existing script:
    • Go To "D:\PapyrusScripting\Scripts\Source" -> Back Up the script -> Edit the Script using Notepad++ -> Compile The Script -> Get the compiled script from "D:\PapyrusScripting\CompiledScripts"
  • To Compile a new script:
    • Go To "D:\PapyrusScripting\Scripts\Source" -> Create or paste the script -> Edit the Script using Notepad++ -> Compile The Script -> Get the compiled script from "D:\PapyrusScripting\CompiledScripts"

 

 

Troubleshooting:

  • There is a good chance you get this error message a lot:
    • "cannot name a variable or property the same as a known type or script"
      • This is a missing source script message, check the name of the source script to find out from what mod they are from.
        • Or post the error message in tech support in the hopes to find someone that knows he/she is doing. ?

 

 

Source script lists for compiling scripts of various Mods:

  • Devious Devices v5.1 LE
    • Spoiler

      DD 5.1

      • CK Scripts.rar
      • SKSE
      • SkyUI, SKI source files on github (to download press the green Code button and choose download)
      • ConsoleUtil
      • SLAR v28b, loose files
      • Sexlab
      • PapyrusUtil v33
      • RaceMenu, extract BSA for psc, nioverride psc included
      • DD 5.1
      • FNIS
        • behavior
        • creature
        • spells
        • sexy move
      • XPMSE

       

  • Deviously Enslaved Continued v13.25.0 LE
    • Spoiler

      DEC 13.25.0

      • CK scripts.rar
      • SKSE
      • SkyUI
      • UIextension
      • JContainers
      • ConsoleUtil
      • RaceMenu
      • DEC
      • ZAP  < or = v8+
      • DCL  < or = v8
      • Devious Devices v4.3a
        • DDa v3.0e
        • DDi v4.3a
        • DDx v4.3a
      • FNIS
        • behavior
        • creature
        • spells
        • sexy move
      • SLAL
      • Bathing in Skyrim
      • sLola = v1.5
      • Sexlab
      • SLAR
      • SD+ < or = v20210131
      • Wolfclub
      • POP
      • XPMSE
      • Deviously Helpless
      • Trapped in Rubber
      • Captured Dreams
      • SlaveRun Reloaded
      • Pet Collar
      • PAHE + SL extension
      • Mia's Lair
      • SL Defeat
      • SL Sexual Fame
      • SS++
      • Slave Tats
      • Display Model
      • Devious FrameWork
      • Skooma Whore
      • Aradia extension
      • Amputator Framework
      • Maria Eden = v1.19
      • SILF = v1.1.9f

       

 

 

 

Backup LL research

Spoiler

Examples for missing source scripts:

 

Example for additional ways to fuck up:

 

Examples for issues with sublime and MO and a solution:

 

 

Example of source lists:

 

Mod authors additional self made utilities:

 

Possible BSA extractor alternative:

 

 

 

 

 

 

Now DTMT is lost in LL, distracted by a link collection:

https://www.loverslab.com/blogs/entry/10570-devious-social-interactions-dev-blog/

 

I know I can look at a list of all my own attachments, but can't find a way to see a list for someone else's,

I currently only have files for

 

Still lost:

 

 

Edited by donttouchmethere

4 Comments


Recommended Comments

?Update

  • A few new explanations and hints. A lot more bold text (yay!)
  • Followed my own guide and can confirm it works so far. Hardest part is to collect the source scripts (psc) from various requirement mods.
  • Link added to a working BSA extractor under "Files needed".
  • collecting troubleshooting solutions
  • backup links to various compiling issues and ... stuff
  • Source script lists (until I find a better name for that topic ?‍♂️)
  • Error correction by @RandomPufferFish
  • Some more error corrections
  • DEC successfully compiled
Edited by donttouchmethere
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? If you have working "Source script lists" with details, don't hold back to share :classic_happy:

Edited by donttouchmethere
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6 hours ago, donttouchmethere said:

? If you have working "Source script lists" with details, don't hold back to share :classic_happy:

:classic_huh: What do you mean with that?

What are you looking for ?

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6 hours ago, worik said:

:classic_huh: What do you mean with that?

What are you looking for ?

Psc lists for compiling specific mod scripts.

While learning how to compile stuff I discovered that it takes some time to get all the necessary source scripts for compiling. Especially for monsters like DEC for example. You can find out what is needed via the compiler error messages, but not all scripts have a name that can be easily connected to a specific mod. Finding old source scripts can be even more troublesome. The idea is to make it easier for beginners to manipulate scripts or at least reduce the uncertainty threshold about where to begin.

(if your lucky the requirements can be found directly or indirectly in the scripts)

Edited by donttouchmethere
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