ButchDiavolo Posted August 15, 2018 Posted August 15, 2018 So after weeks of trying to get the CK to work (correctly) with MO2, I am finally asking the gurus here at LL for some help, before I have pulled ALL my hair out. Since starting playing with Skyrim SE, I have been unable to compile scripts with the CK. I am pretty sure it is an ini file problem, because the errors I get are (usually) about looking for files in the skyrim game directory and not in the MO2 directory. Sometimes I even get the error that it can't find the script I just worked on...? So please help. Has anyone been able to get the CK2 to work correctly with MO2? And if so, HOW did you manage that? My Skyrim games directory is in D:\Steam\steamapps\common\Skyrim Special Edition, which is also where CreationKit is. I have extracted the scripts zip into D:\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts AND D:\Steam\steamapps\common\Skyrim Special Edition\Data\Source (just in case) My MO2 is installed in D:\Skyrim SE\ModOrganizer2. I am currently using the v2.2.0 pre-alpha from MO2 discord. But it didn't work with the official releases from Nexus either. I have SKSE installed through MO2, with the dll files in the skyrim SE directory. This is the content of my CreationKitCustom.ini: Spoiler [General] bAllowMultipleMasterLoads=1 [Archive] bUseArchives=1 sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes0.bsa, Skyrim - Meshes1.bsa, Skyrim - Sounds.bsa, Update.bsa SResourceArchiveList2=Skyrim - Voices_en0.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa, Skyrim - Textures8.bsa, Skyrim - Patch.bsa, Update.bsa [MESSAGES] ; Suppress warnings on load bBlockMessageBoxes=1 ; Log CK events iFileLogging=1 [Papyrus] ; This adds your four letter user prefix to your files sDLCPrefix=lmst sScriptSourceFolder=".\Data\Scripts\Source" sCompilerFolder=".\Papyrus Compiler\" sScriptCompiledFolder=".\Data\Scripts\" [TerrainManager] ; Performance boost for LoEnd rigs bShowLODInEditor=0 [Audio] bEnableAudio=0 I haven't touched the other creationkit ini's. The settings of the custom.ini I found on the STEP site. What am I missing here? Any help would be extremely appreciated!
ButchDiavolo Posted August 15, 2018 Author Posted August 15, 2018 Additional info: when starting CK through MO2, it does see and load all the installed mods. It just won't compile the scripts. Facegen etc all work as it should.
Sailing Rebel Posted August 15, 2018 Posted August 15, 2018 First of all make sure that you actually have all the scripts needed for compilation. In your SE Data folder there is a Scripts.zip file that contains the sources for all the vanilla scripts. Make a new mod in MO2, call it "Development Scripts" or something, create a "scripts" folder in it and then drop the Source folder from Scripts.zip into it. Now when you are in dev mode activate your "Development Scripts" mod and you should be able to manage scripts properly through CK. There may be mods that also have scripts required for compilation that are not normally included in the commonly distributed versions. Check the logs for clues on that.
ButchDiavolo Posted August 15, 2018 Author Posted August 15, 2018 2 hours ago, Sailing Rebel said: First of all make sure that you actually have all the scripts needed for compilation. In your SE Data folder there is a Scripts.zip file that contains the sources for all the vanilla scripts. Make a new mod in MO2, call it "Development Scripts" or something, create a "scripts" folder in it and then drop the Source folder from Scripts.zip into it. Now when you are in dev mode activate your "Development Scripts" mod and you should be able to manage scripts properly through CK. There may be mods that also have scripts required for compilation that are not normally included in the commonly distributed versions. Check the logs for clues on that. Thanks for answering :) I tried as you said, but it still isn't working. I have alerted the MO2 dev team about it, so hopefully we can figure it out there :)
Sailing Rebel Posted August 15, 2018 Posted August 15, 2018 Sorry, didn't read your post properly re scripts.zip. Can you confirm that the scripts are actually available through MO2? See if they are visible at the required path in the right panel under the Data tab. Maybe if you could post the actual errors you are getting we might find some clues.
tasairis Posted August 16, 2018 Posted August 16, 2018 Additionally, when you find the script you want to compile in the Papyrus Script Manager, what does it say about whether the script is compiled and has sources?
ButchDiavolo Posted August 16, 2018 Author Posted August 16, 2018 1 hour ago, tasairis said: Additionally, when you find the script you want to compile in the Papyrus Script Manager, what does it say about whether the script is compiled and has sources? Hiyas, sorry I was sleeping. Damned biobreaks... Anyways, here is what generally happens: I start CK64 through MO2 Then I select the mod that contains the script I want to recompile CK then loads the mod and all dependancies I check to see if all the scripts are present. And they are all there. So far so good, right? Then I select the script I want to recompile I get the "failed" message In the error screen there is then a whole list of scripts that it couldn't find, because it looks for them in the GAME data directory (D:\Steam\ etc), not the MO2 directories. So, the odd thing is that the CK sees the scripts, but when trying to compile, it looks for them in the wrong place. Which brings me back to thinking it is an ini-setting in one of the CreationKit.ini's. But I am not versed in ini's, so I have no idea how to set them up properly. But then again, MO2 should hook into the CK to make it look in the correct places. As I said before, I contacted the MO2 developers and they are now looking into it.
tasairis Posted August 16, 2018 Posted August 16, 2018 8 hours ago, Vachnic said: I get the "failed" message In the error screen there is then a whole list of scripts that it couldn't find, because it looks for them in the GAME data directory (D:\Steam\ etc), not the MO2 directories. You do know how MO2 works, right? About the whole file virtualization thing? CK is supposed to look in the game directories. MO2 intercepts those calls for file information and routes them to the right places transparently. What you have to do is look at the file path that CK is trying, figure out (1) what mod that file corresponds to then (2) what the true file path should be, then verify that the file is actually there. Spoiler: it is not. You tweaked CK's file path to use the old scripts\source location. You unpacked the scripts archive into both the old and new locations (obviously only the old one will matter). But did you go through all your mods and make sure that they have their script sources in the right place? That's an issue with the SSE modding community, that there is no one decision about where files are, so if you're going to be (re)compiling scripts then you're going to have to deal with the problem by moving or copying source files into the place your CK expects them.
ButchDiavolo Posted August 16, 2018 Author Posted August 16, 2018 22 minutes ago, tasairis said: You do know how MO2 works, right? About the whole file virtualization thing? CK is supposed to look in the game directories. MO2 intercepts those calls for file information and routes them to the right places transparently. What you have to do is look at the file path that CK is trying, figure out (1) what mod that file corresponds to then (2) what the true file path should be, then verify that the file is actually there. Spoiler: it is not. You tweaked CK's file path to use the old scripts\source location. You unpacked the scripts archive into both the old and new locations (obviously only the old one will matter). But did you go through all your mods and make sure that they have their script sources in the right place? That's an issue with the SSE modding community, that there is no one decision about where files are, so if you're going to be (re)compiling scripts then you're going to have to deal with the problem by moving or copying source files into the place your CK expects them. Yep, I know how MO2 works. Which is why I am using it ;) I have looked through the debug files of MO2 and it redirects CK to the correct folders in the MO2 mod directories. So all that works well. have also checked that the scripts are in the correct location (data\scripts\source). I even extracted dependant BSA files to see if they have the same file structure. And they do. As I said before CK sees all the files correctly. Textures, objects etc are all usable in the CK from the mods. It is just the scripts that is causing the errors. I did more testing and noticed this: I start CK and it shows all the installed mods then, without loading any mods, I open the Papyrus Script Manager I then double click on a listed mod script and it gives the error that script doesn't exist (and offers to create it). if I do load a mod and open the PSM, it does the same thing. This is the thing that mystifies me. It lists all the scripts, so CK is "aware" that the scripts are there. But somehow it can't use them. Yet... they are all there in the list. How can that be? For the record, if I do the above with scripts that came with SKSE or the Scripts.zip, they ARE opened with a double click. So yeah. I just don't know. I could of course put all the relevant scripts in the Game directory, but that would defeat the purpose of using MO2. I'd have to put all the scripts of USLEEP, SKY_UI, Sexlab, SLA and the mod I am working on into the Games Data folder. And then after try to get rid of all of them again to keep the game directory clean. So far I am not (yet) ready to do that. 't is a conundrum to me.
ButchDiavolo Posted August 16, 2018 Author Posted August 16, 2018 *massive sigh and facepalm* Well, good news is: the issue is sorted (thanks Project! and everyone at MO2). Turns out that the dependant scripts in a mod (FNIS) were in the wrong directory. the psc files were in Source\Scripts and not Scripts\Source as I set up my CK ini ? I had checked ALL the mods if that path was correct, except FNIS. As soon as I changed the path and tried recompiling, my antivirus kicked in and checked a program (probably the papyruscompiler.exe) and after that it just worked. So the problem was most likely twofold: my antivirus blocking a program AND it couldn't find a script it needed. If anyone runs into the same problem: check the messages in the compiler error box carefully. The answer was right in front of my face the whole frigging time! And check (and doublecheck) that your antivirus program isn't blocking anything... I just can't believe I wasted my and a lot of other people's time with something so basic. Thanks for the help everyone.
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