EgoBallistic Posted April 8, 2023 Author Posted April 8, 2023 (edited) 45 minutes ago, Frenchfryfrog said: I've been trying all day to get it to compile but I'm throwing in the towel I'm hoping just adding these races to the HumanRaces array in the FPV_Player quest will work, but I'm assuming these races are just for aggressors But if somebody could paste those lines in and compile a FPV_MCM_Script.pex It'd help me out big time That looks right. You just need to add those lines to the LoadCustomRaces() function. There isn't a way to make a plugin patch to add victims, that only works for aggressors. Note that in order to compile Violate, you need the AAF sources installed. You can install those using the AAF installer. The AAF sources in turn require the LooksMenu source scripts. Those are in LooksMenu - Main.BA2. Just extract them to Data\Script\Source\User. Edited April 8, 2023 by EgoBallistic
Frenchfryfrog Posted April 8, 2023 Posted April 8, 2023 AYO it worked! ty for helping all the other people so I could follow instructions you gave them and solve my problem!
Frenchfryfrog Posted April 8, 2023 Posted April 8, 2023 (edited) Wait the plugin shouldn't have worked? Missing the AAF source scripts was one of the issues I had to fix, but after that it just could not find Institute_Papyrus_Flags when compiling with notepad++, then using papyrus++ it just drops a "VarArrayToVar is not a function or does not exist" I thought maybe I hadn't properly unzipped the base scripts but that didn't seem to fix it either. if you've got some "that means its missing references to---" to drop on me I'd be thankful, but for the moment this plugin seems to have done the trick Edited April 8, 2023 by Frenchfryfrog
vaultbait Posted April 8, 2023 Posted April 8, 2023 (edited) 14 minutes ago, Frenchfryfrog said: Wait the plugin shouldn't have worked? Missing the AAF source scripts was one of the issues I had to fix, but after that it just could not find Institute_Papyrus_Flags when compiling with notepad++, That's an error I would expect if you never unpacked the base scripts that ship compressed as a zipball along with the CK (or put them in the wrong place). The first time you run the CK's graphical UI it will offer to put them in the right place for you, but if you don't want to run the UI then you'll need to extract the base script sources into the correct location yourself (Data\Scripts\Source\Base). 14 minutes ago, Frenchfryfrog said: then using papyrus++ it just drops a "VarArrayToVar is not a function or does not exist" Make sure you have installed the F4SE script sources and unpacked them to the correct location (the most recent F4SE release put them in the wrong place, need to move them to the User subdir). Edited April 8, 2023 by vaultbait
Frenchfryfrog Posted April 8, 2023 Posted April 8, 2023 1 minute ago, vaultbait said: It sounds like you never unpacked the base scripts that ship compressed as a zipball along with the CK. The first time you run the CK's graphical UI it will offer to put them in the right place for you, but if you don't want to run the UI then you'll need to extract the base script sources into the correct location yourself (Data\Scripts\Source\Base). I thought it might be that, I unzipped the base zip into that folder again to overwrite just in case I was somehow missing scripts, but it didn't work
EgoBallistic Posted April 8, 2023 Author Posted April 8, 2023 7 minutes ago, Frenchfryfrog said: "VarArrayToVar is not a function or does not exist" That is a F4SE function. I forgot to mention that, you also need the F4SE scripts installed. Oh, now I remember: the latest F4SE zip file put its scripts in the wrong folder. The .psc files that are in Data\Scripts\Source\ in the F4SE archive should be copied to Data\Scripts\Source\User in your Fallout 4 install folder. Otherwise AAF and lots of other things won't compile. 1
vaultbait Posted April 8, 2023 Posted April 8, 2023 4 minutes ago, Frenchfryfrog said: I thought it might be that, I unzipped the base zip into that folder again to overwrite just in case I was somehow missing scripts, but it didn't work Sorry, I realized you mentioned you had done that so I re-edited my answer after noticing you were missing an F4SE function in the second error you mentioned.
Frenchfryfrog Posted April 8, 2023 Posted April 8, 2023 4 minutes ago, EgoBallistic said: That is a F4SE function. I forgot to mention that, you also need the F4SE scripts installed. Oh, now I remember: the latest F4SE zip file put its scripts in the wrong folder. The .psc files that are in Data\Scripts\Source\ in the F4SE archive should be copied to Data\Scripts\Source\User in your Fallout 4 install folder. Otherwise AAF and lots of other things won't compile. lets GO thanks so much
Frenchfryfrog Posted April 8, 2023 Posted April 8, 2023 I have no idea how that plugin seems to have worked but now I've got them added properly through the MCM script 1
vaultbait Posted April 8, 2023 Posted April 8, 2023 2 minutes ago, Frenchfryfrog said: lets GO thanks so much Also, for your Notepad++ issues, I used this configuration and it's been workiing fine: https://www.creationkit.com/fallout4/index.php?title=Notepad%2B%2B 1
Frenchfryfrog Posted April 8, 2023 Posted April 8, 2023 8 minutes ago, vaultbait said: Also, for your Notepad++ issues, I used this configuration and it's been workiing fine: https://www.creationkit.com/fallout4/index.php?title=Notepad%2B%2B this was the exact setup I was using, no matter what I changed it just would not add the institute flags its saying (Compiling "-f=Institute_Papyrus_Flags.flg") and failing I think its ignoring the "-f=" part and assuming the whole thing is the name of whatever its trying to compile I'll put the whole thing down here if you wanna take a look. I'm fine with the papyrus++ plugin now I've got the F4SE and looksmenu scripts missing fixed echo off :: --------------------------------------------- :: NotePad++ Run: :: "C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Papyrus Compiler\NppScriptCompile_release.bat" "$(FULL_CURRENT_PATH)" :: --------------------------------------------- set "F4HOME=F:\SteamLibrary\steamapps\common\Fallout 4" set "F4Compile=%F4HOME%\Papyrus Compiler\PapyrusCompiler.exe" set "F4SRC=%F4HOME%\Data\Scripts\Source" :: --------------------------------------------- :: INCLUDES :: --------------------------------------------- set "F4INCLUDE=%F4SRC%\Base" if exist "%F4SRC%\DLC01" set "F4INCLUDE=%F4SRC%\DLC01;%F4INCLUDE%" if exist "%F4SRC%\DLC02" set "F4INCLUDE=%F4SRC%\DLC02;%F4INCLUDE%" if exist "%F4SRC%\DLC03" set "F4INCLUDE=%F4SRC%\DLC03;%F4INCLUDE%" if exist "%F4SRC%\DLC04" set "F4INCLUDE=%F4SRC%\DLC04;%F4INCLUDE%" if exist "%F4SRC%\DLC05" set "F4INCLUDE=%F4SRC%\DLC05;%F4INCLUDE%" set "F4INCLUDE=%F4SRC%\User;%F4INCLUDE%" if exist "%F4SRC%\User\Fragments" set "F4INCLUDE=%F4SRC%\User\Fragments;%F4INCLUDE%" if exist "%F4SRC%\User\Fragments\Quests" set "F4INCLUDE=%F4SRC%\User\Fragments\Quests;%F4INCLUDE%" if exist "%F4SRC%\User\Fragments\Terminals" set "F4INCLUDE=%F4SRC%\User\Fragments\Terminals;%F4INCLUDE%" :: --------------------------------------------- :: RELEASE :: --------------------------------------------- echo "====> RELEASE BUILD" "%F4Compile%" %1 -f="Institute_Papyrus_Flags.flg" -i="%F4INCLUDE%" -o="%F4HOME%\Data\Scripts" -op -r -final pause
vaultbait Posted April 8, 2023 Posted April 8, 2023 5 minutes ago, Frenchfryfrog said: its saying (Compiling "-f=Institute_Papyrus_Flags.flg") and failing I think its ignoring the "-f=" part and assuming the whole thing is the name of whatever its trying to compile The "%1" immediately before that flag should be getting replaced by the path to the file getting compiled, but for some reason that's blank and so the compiler thinks that flag is the filename. Why Notepad++ wouldn't be correctly substituting the file path I'm unsure, but likely something missing in how the run entry was added for it. Ought to be getting replaced by the "$(FULL_CURRENT_PATH)" in the run entry those instructions tell you to add. You're not just calling the BAT file without adding a filename after it or something, are you?
Frenchfryfrog Posted April 8, 2023 Posted April 8, 2023 Ohhhhhhh I am a dumbass, I was using the "..." to select the .bat file through the explorer rather than typing the address in, but doing that removed the second half
vaultbait Posted April 8, 2023 Posted April 8, 2023 1 hour ago, Frenchfryfrog said: Ohhhhhhh I am a dumbass, I was using the "..." to select the .bat file through the explorer rather than typing the address in, but doing that removed the second half If you create the run entry that document walks you through, then when you're in Notepad++ you can just pull down the run menu and choose compile and whatever the active file is you're editing will be compiled immediately (but make sure you click save before you ask it to compile since the compiler won't see your unsaved edits).
lee3310 Posted April 9, 2023 Posted April 9, 2023 1 hour ago, vaultbait said: If you create the run entry that document walks you through, then when you're in Notepad++ you can just pull down the run menu and choose compile and whatever the active file is you're editing will be compiled immediately (but make sure you click save before you ask it to compile since the compiler won't see your unsaved edits). I want to switch to visual studio instead of notepad++ but i'm so used to it?. https://github.com/joelday/papyrus-lang/wiki https://marketplace.visualstudio.com/items?itemName=joelday.papyrus-lang-vscode
vaultbait Posted April 9, 2023 Posted April 9, 2023 2 hours ago, lee3310 said: I want to switch to visual studio instead of notepad++ but i'm so used to it?. https://github.com/joelday/papyrus-lang/wiki https://marketplace.visualstudio.com/items?itemName=joelday.papyrus-lang-vscode I feel you. I basically only use Windows for Fallout 4 and my usual computing is all Linux/Unix systems. I keep meaning to sort out WSL so I can have a more comfortable dev environment for Papyrus script editing, because my skills with Windows are near nonexistent.
lee3310 Posted April 9, 2023 Posted April 9, 2023 (edited) 1 hour ago, vaultbait said: I feel you. I basically only use Windows for Fallout 4 and my usual computing is all Linux/Unix systems. I keep meaning to sort out WSL so I can have a more comfortable dev environment for Papyrus script editing, because my skills with Windows are near nonexistent. My experience with Linux is 100% non-graphic (mostly debian/ubuntu on remote servers accessed via ssh with putty/winSCP) and i'm more familiar with bash scripting than PowerShell but i'm not writing papyrus scripts with VIM any time soon (or nano )?. I don't know how developed the GUI is and how many games support linux but i still recommend sticking to windows for gaming, (mostly for compatibility/drivers issues). Edited April 9, 2023 by lee3310
vaultbait Posted April 9, 2023 Posted April 9, 2023 8 hours ago, lee3310 said: My experience with Linux is 100% non-graphic (mostly debian/ubuntu on remote servers accessed via ssh with putty/winSCP) and i'm more familiar with bash scripting than PowerShell but i'm not writing papyrus scripts with VIM any time soon (or nano )?. I don't know how developed the GUI is and how many games support linux but i still recommend sticking to windows for gaming, (mostly for compatibility/drivers issues). Yes, the point of WSL is to have a POSIX-like shell in Windows and the ability to install and run Linux distribution packaged tools directly in Windows, accessing the local filesystem (not in a VM or dual-boot scenario with the Linux kernel's NTFS+ driver mounting the Windows filesystems). That way I can just start a bash prompt in a terminal, use the shell semantics I'm used to for calling tools like git and console-based text editors (I at least am more comfortable using vi to edit source code), but still call PapyrusCompiler to do the compilation natively and be able to test things out in-game right away. I've heard there's been major progress getting FO4 running on actual Debian/Ubuntu systems, including mods and mod managers, but for now I'd be plenty happy with a Linux-like dev environment on the Windows install I use for testing and playing Fallout 4, and WSL looks like the quickest path to achieve that. 1
Slorm Posted April 9, 2023 Posted April 9, 2023 @EgoBallistic Update suggestion Add a new chance slider for the new mod Bound in Public to occur after player is freed, in Mod Integration https://www.loverslab.com/files/file/26548-aaf-bound-in-public-482023/
EgoBallistic Posted April 9, 2023 Author Posted April 9, 2023 1 hour ago, Slorm said: @EgoBallistic Update suggestion Add a new chance slider for the new mod Bound in Public to occur after player is freed, in Mod Integration https://www.loverslab.com/files/file/26548-aaf-bound-in-public-482023/ Yeah I am planning on doing that 9
lee3310 Posted April 9, 2023 Posted April 9, 2023 (edited) 9 hours ago, vaultbait said: Yes, the point of WSL is to have a POSIX-like shell in Windows and the ability to install and run Linux distribution packaged tools directly in Windows, accessing the local filesystem (not in a VM or dual-boot scenario with the Linux kernel's NTFS+ driver mounting the Windows filesystems). That way I can just start a bash prompt in a terminal, use the shell semantics I'm used to for calling tools like git and console-based text editors (I at least am more comfortable using vi to edit source code), but still call PapyrusCompiler to do the compilation natively and be able to test things out in-game right away. I've heard there's been major progress getting FO4 running on actual Debian/Ubuntu systems, including mods and mod managers, but for now I'd be plenty happy with a Linux-like dev environment on the Windows install I use for testing and playing Fallout 4, and WSL looks like the quickest path to achieve that. Oh, so it's basically turning windows into macOS ?. Worth a try indeed. Edited April 9, 2023 by lee3310
vaultbait Posted April 10, 2023 Posted April 10, 2023 2 hours ago, lee3310 said: Oh, so it's basically turning windows into macOS ?. Worth a try indeed. I got it mostly set up today and played around a little, it's basically a pseudo-VM (using syscall translation in the Windows kernel) but can run most popular distros. I told WSL to install Debian and after a few minutes it gave me a Windows Terminal shell prompt in a Debian system with my Windows drives automatically accessible under the /mnt directory. Pretty nifty. I installed vim and git and I'm off to the races editing Papyrus scripts, checking them into revision control and compiling them with PapyrusCompiler.exe from a bash prompt. 1
lee3310 Posted April 10, 2023 Posted April 10, 2023 (edited) 25 minutes ago, vaultbait said: I got it mostly set up today and played around a little, it's basically a pseudo-VM (using syscall translation in the Windows kernel) but can run most popular distros. I told WSL to install Debian and after a few minutes it gave me a Windows Terminal shell prompt in a Debian system with my Windows drives automatically accessible under the /mnt directory. Pretty nifty. I installed vim and git and I'm off to the races editing Papyrus scripts, checking them into revision control and compiling them with PapyrusCompiler.exe from a bash prompt. Then you should try a plugin like this one if not already using it. (needs some editing to make it compatible with F04 i guess) Edited April 10, 2023 by lee3310
vaultbait Posted April 10, 2023 Posted April 10, 2023 45 minutes ago, lee3310 said: Then you should try a plugin like this one if not already using it. (needs some editing to make it compatible with F04 i guess) Thanks! That does look handy and should be fairly easy to integrate.
Plaguetard2.0 Posted April 10, 2023 Posted April 10, 2023 20 hours ago, EgoBallistic said: Yeah I am planning on doing that Very excited for this! Not trying to rush it at all, just feels like an updated alternative to abductions, as we all know RSE is a bit outdated, has some minor issues, and this gives a good "realistic" outcome! (especially if you use Commonwealth Captives) Just wanted to express the excitement! Haha
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