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Missing source folder


Storms of Superior

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I have been looking for source files to read. Someone said I should be able to find them in Skyrim/Data/Scripts/Source.

 

The source folder is missing from both computers. I really don't know what to say about this. Help?

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Content Consumer

Posted

That is very strange... most mods put their sources right there. Are you just running vanilla Skyrim with no mods?

 

In any case, the source scripts for vanilla and DLC Skyrim should all be in a scripts.rar archive file in your skyrim/data folder. Extract them so every .psc file is in data/scripts/source (you may need to create the directory if it isn't there).

 

The scripts.rar file will contain:

one directory called "dialogueviews" that you can either extract into skyrim/data (so it's skyrim/data/dialogueviews), or just ignore.

 

one directory called "scripts" that you should extract into skyrim/data so you have skyrim/data/scripts.

 

In that new "scripts" directory there should be a "source" directory that has over ten thousand scripts (10018 files)

There are also "backup," "dawnguard," "dragonborn," "hearthfire," and "temp" directories.

I don't know what backup and temp are, I've never actually extracted them. However, if you want full access to DLC scripts, you'll need to go into the three dlc folders and copy their files into the parent directory (data/scripts/source), in this order:

1. dawnguard (1506 source files)

2. hearthfire (567 source files)

3. dragonborn (1615 source files)

This will prompt you to overwrite several files. Say "yes" when it asks. (this is because there are several things the DLC overwrites in the vanilla game).

 

That should give you every vanilla and DLC script in the game.

 

I don't know of any conjuration spells that use scripts, though... for that, you'll probably need to find a mod with complex conjuration spells and see if the author included the scripts in that mod.

Storms of Superior

Posted

That's awesome.

 

I found a mod that has a summonable chest. It uses a "MoveTo" script, but I can't read it, since there is no source. It may be a vanilla script. I hope so.

 

Edit: i have no .rar in the data folder.

Storms of Superior

Posted

If I want to move the object to the player, what would that look like? Are the "#" symbols represent an id like in the console, or do they represent the literal name of the object?

 

I actually understand the general meaning of what you included. That's a huge step, since studying on my own doesn't seem to produce anything.

Content Consumer

Posted

To move an object to the player, it would be something like this:

 

#####.moveto(game.getplayer())

 

I think. Where ##### is the base ID of the object, not the ref ID. Or rather, if you're using a script, it would be the property.

If you're using the console instead of a script, it would look more like this:

 

#####.moveto player

 

Where ##### is the ref ID instead of the base ID.

 

I seem to vaguely remember reading that there is a way to do it using the name of the object, but I can't remember where I found it or how it worked. I might have imagined it. :)

 

 

The object will move instantly, though. So it might look unrealistic - instantly teleporting to you (assuming it teleports in front of you). If that's what you want, great. If you'd rather have the object move slowly, as if by the telekinesis spell, use this instead:

http://www.creationkit.com/Complete_Example_Scripts#Move_an_Object_to_a_Specific_Location_Without_Fade

 

 

And remember, when you're doing scripts, the property needs to be set. So let's for example say you have created an object, say a rock, that you want to instantly teleport to the player when the script runs. It might look something like this (this is basically pseudocode, so it won't work, but it's a good starting point):

 

myRock.moveto(game.getplayer())

objectreference property myrock auto

 

This is the bit that moves the object. You will also need the property:

This is the property of the item. It's so you don't have to type in the ID of the item and you can just call myRock any time you need to do something with it in this script.

Storms of Superior

Posted


ObjectReference akSummoner = None It seems as though this refers to the player.


ObjectReference akSummon = None And this one seems to refer to the object being summoned.

Storms of Superior

Posted

And the part that says it disables and deletes itself is paramount.

Storms of Superior

Posted

Apparently the YourSummonREF refers to the object being summoned. Perhaps this is a good place to insert its bade ID.

 

EDIT: Or would simply attaching the script fill in the YourSummonREF?

Storms of Superior

Posted

"The extends script does not exist, please pick one that does."

 

That's what I get when I try to make a new script in the CK. What am I missing?

Content Consumer

Posted

 

ObjectReference akSummoner = None It seems as though this refers to the player.

ObjectReference akSummon = None And this one seems to refer to the object being summoned.

I don't know... I just found that example script and thought it might be useful. I've never used it, so I couldn't say how it's supposed to work exactly.

 

 

Apparently the YourSummonREF refers to the object being summoned. Perhaps this is a good place to insert its bade ID.

 

EDIT: Or would simply attaching the script fill in the YourSummonREF?

Just attaching the script may or may not autofill YourSummonREF. If it doesn't autofill, you can go into the "properties" button and fill it manually.

 

 

"The extends script does not exist, please pick one that does."

 

That's what I get when I try to make a new script in the CK. What am I missing?

That makes no sense to me. ActiveMagicEffect is perfectly valid.

 

Unless... what is the name of your script? The name of your script and the line:

ScriptName RepeatableSummonEffectScript

Must be the same. So your script either needs to be named RepeatableSummonEffectScript, or the ScriptName needs to be the same as whatever the name of your script is.

Storms of Superior

Posted

The Ck wiki said it's because the source folder is missing. That problem will be solved shortly, but I won't be able to work with it for a few days.

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