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My Battle with creation kit + papyrus scripting


Nonseen

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This entry is comming from  loong long time... Somtimes things need get time to get right. ( its not the corect wording :( i lack of correct english worlds :( )

 

So how i start?

First started as PAHE test. I wished to help and see what is in the code, propbably happened somwhere pahe 8.1.4 or earlyer? hmm not matter.

 

The important part i wished convert a LE version of PAHE to SE version and i thinked i need compile a specific script to that may fix the problems.

This point i read 0 thing about how papyrus works or how to preapre this things.

 

Let say this is a experience for lfe. XD 3-5 hour of googling, analyizing the error reports why ck not compile the papyrus code. yes i tryed compile from CK ...XD

Not using the bat files and outside compiler that far more easy most cases and faster becuse not require CK to run, so more proccesing prover free to handle the compile procces.

 

I tought i need pahe source codes and maybe few other mod papyrus soruces to do the job.

 

well... not exactly.

 

First problem of the day i needed flags, and the source files for ck.  Turn out my ck very old and i have no papyurs source files for game scripts. 

If i say this is a propblem i toatly understate the situation, witout this no way to archive anything.

 

Google is my frend in the looking for solution. I discovered my ck totaly outdated and if i update and do few other black magic i not remember the isntaller download the scripts.zip

this "littile" one contain all the vanilla base game script files. 13 megabyte size we talking here about 13k+ script files.

 

Well this is only the begging of the journey. PAHE has lot of dependencys that avarage user know, adn this point i collected all the soruce files for papirus all of them.

Then realized nothing works.

Well turns out i not read what ck says coretly... the default setting of new ck expect the source files here:

Data\Sources\Scripts

 

the old times Creation kit looked source files here:

Data\Scripts\Scources

 

if yes seems more logical the old version, some one for some reason replaced the sources and scripts .... 

Leason learned: READ cerfuly the error messages propably help a lot not jus press okay.

 

:mrgreen:

 

This discovery some littile effect my mental stability at the time... XD

But i advanced one squere foward so... what can go wrong?

( more real question whats not going to... :P )

 

Torned out PAHE not source codes not only require the listed requirements to compile the code... ohh boy no-no! Sometimes modmakers make use moders only resources this things leater get implemented inside the mod and shiped as part of it. I men not the source code of corse only the compiled code part.

 

What this means in practice?

Weellllll.....

You attempt run 2 000th time compile that script you know no error in it but ck always says error is...

you llok for the missing file name.  then google it try to gues what mod uses this named Script files.

 

The end of story: i managed compile the code and pahe started working, not producing that bug.

 

This is my first battle with ck and papyrus but not the last... ohh boy far from that!

 

My secund clash come with ck when i dicided i make NSWorking Slaves.  Before that i have not made any papyrus script that depended directly other mods.

This case i need ask pahe to give me slave and ask take back slave.

CliftonJD give me lot of help and sample script that works fine with TDFAggresivePRositution.

 

This one is a critical help, without it not start making that mod. so thx CliftonJD!

 

This point of time i know littile the inner interaction with CK and papyrus and papyrus scripts....

And paid the price.... 

 

CK has tandency to crash if you try to interact a script that depend on other scripts and you not put the right place sad script files. 

not source files script files. The PEX files.

 

This is important if you wish create a mod that depends on pahe and wish use part of it code.

 

PAHE come with 800+ PEX files. All packed into 2 bsa:

Paradise_halls.bsa

paradise_halls_SLExtension.bsa

 

the tiem i started working with Working Slaves ( WS from now on ) i dont know this. Maybe some guide on net about this things i dont know.

My fix the isue is this:

make the code make sure its can be compiled.

Add a new script to object name it as the code need named, then copy the full working code in it. Then if any popertys need set up do it.

After all done never ever tuch that script.

 

i mena dont duble click it, its okay to compile agin but no other interaction okay becuse going to crash ck or better case you get a error message !

 

The script requierement i writen here not known to me for a loong long time.

Anaway battle to won, now i 3 squere from the start but CK has more on its belt.... ohh boy.

 

if you fallow devlopment of WS you may noticed at least one case i maanged upload a version WS that missed some scripts.

well this accident happened as fallows:

 

my method of operation to make a new version is simple in the first times:

make changed the mod, after evrything seems right use the ck create archive option to make a bsa.

becuse i wish add PSC files to my bsa i do a trick: export the file list to a file then edit it to include the source files then order the ck to make a bsa.

 

one time i realized i forget to compact the WorkingSlaves.Esp.

not a bigdeal just push comapct then order CK make a ESL version, then rename the esl versrion to esp and realise it.

 

Welll.... in my case lot of quest ended up outside the range limit of ESL files... that time all my quest used own separate ck genereated fragment codes.

as i ordered CK to compact the file, soemting inside changed and CK made new fragment files... the old ones inside the bsa files become usless.

in my tests evrything seemed all right. becuse i have all the source code and scripts in the folders.

 

so yes....

 

after this i changed the operation method for realise:

1-compact the file

2-recompile  all scripts(if possible), just to be sure

3-make a bsa

4 - remove ALL PEX files, so force the system use the BSA and only the BSA

 

then run a final testrun.

 

4th squere stepped foward yee

but i have few more in the bag...

 

Creation kit include the list of archive file the scritps that avible for them AND required to manipulate the scripts propertys. (sometimes fail to include all by the way... XD )

what happen if i remove all the pex files and forget put all back them if i working a new version?

Well... evryting go nice as long as i keep in place the BSA i made last time.

 

So what is the problem?

Problem is if i forget for some reason recompile ALL scripts, then make a new bsa... ck not allert me for missing script files simpli work what is avible to them. 

if you not know where to look in papyrus log you might not spot the real truble on the test run.

 

Evry paprus log first 30-50 ish line contain the missing script files. this lines generated as skyrim loads the main menu.

to check this out enught to start skyrim wait until main menu loads the exit. check the log any file is missing?

 

So... to be honest: at first insanly hard to work with papyrus. after one get use to it ... its easy to make big things, just need to know what need to do and how.

if one fallowed my works as mod maker, you might see i not tuched papyrus for a long time. as tester i seen as source of lot of truble that best to avoid if possible.

 

my oponinon changed a bit: papyurs is a fantastic tool, if one willing to play the price learn how to use it ( or smart enught to not run head first to wall... seek for examples and tested solutions ).

 

Okay i written out all my things for a time... next time i might write down a intresting bug incident during WS devlopment.

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