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Follower's dialogue fragment code stopped working


Ezarr

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Posted
26 minutes ago, GenioMaestro said:

That is FILL the properties of the script.

 

A property inside a script is only a variable. When you declare it as sub-type PROPERTY and compile the script you are creating a LINK for put into the variable the value that you want but not more. The VALUE of the property is EMPTY. For give the CORRECT value to the property you MUST FILL IT.

When you FILL the link the game join the REAL quest, called 0_Ez_A18ForceGreetQuest inside CK, with the property inside the script called A18ForceGreetQuest.

When the script execute the line A18ForceGreetQuest.setstage(10) the stage of the REAL quest inside CK, called 0_Ez_A18ForceGreetQuest, is changed to 10 BECAUSE are the same thing BECAUSE you FILL the internal property with the VALUE of the REAL quest inside CK. You understand??? 

If you NOT FILL the property, the VALUE of the property is EMPTY and when the game execute the line A18ForceGreetQuest.setstage(10) MAKE NONE and the REAL quest stage is NOT changed because the property A18ForceGreetQuest have a LINK but is EMPTY and aim to NOTHING  and nothing make. You understand???

Ok, now I understand what you mean by "fill the properties". I apologize for walking over this so many times.

 

But you know, for some reason the CreationKit has never let me use the 'fill' options. It has always looked like this to me:

 

I get this error every time I click on properties:

Spoiler

ink1.jpg.35b18b06917adb8638c0d5f0a9b84501.jpg

 

And this is how it looks after I click ok:

Spoiler

 

ink2.jpg.49a49609185d028839788652c1eb2e34.jpg


 

 

Those other options have never been available to me like they are in your picture.

Posted
1 hour ago, Ezarr said:

Ok, now I understand what you mean by "fill the properties". I apologize for walking over this so many times.

 

But you know, for some reason the CreationKit has never let me use the 'fill' options. It has always looked like this to me:

 

I get this error every time I click on properties:

 

And this is how it looks after I click ok:

 

Those other options have never been available to me like they are in your picture.

For that your script not works and make nothing, because you can NOT fill the properties.

Like the properties are empy when the game execute the script make NOTHING because the properties aim to NOTHING. When execute the line A18ForceGreetQuest.setstage(10) make none and the REAL quest stage is NOT CHANGED. Same with the rest of the lines... of course...

 

Go to your NEW problem... that come from a bad script with compilation error.

When the CK try show the properties window take the properties from the COMPILED script but scan ALL the scripts of the quest and some from the base game.

For that is strictly necesary compile the script WITHOUT errors. 

If the script not compile the property not appear in the properties window.

 

But i think your error come from a bad script from the core of the game.

First try compile ALL the scripts of ALL your quest.

Open each quest and select the first tab. Click on "Recompile All Papyrus Scripts" button. Look:

Spoiler

a18recompile.png.7b47e83e9cefd1564aa396745fef685f.png

Make it in your two quests, 0_Ez_A18ForceGreetQuest and 0_Ez_A18Quest. Solve all the compilation errors.

Remove the scripts that not need and comment all the lines with errors putting ; before each line with error.

Continue pressing the button until all script compile correctly and the compilation window disappear by it self.

Try open again the properties window. If not works, close CK and open it again. Try open again the properties window.

If not works with all the scripts correctly recompiled must be a problem in core game.

 

Tell your progress.

Posted
On 12/10/2018 at 12:25 PM, GenioMaestro said:

Make it in your two quests, 0_Ez_A18ForceGreetQuest and 0_Ez_A18Quest. Solve all the compilation errors.

Remove the scripts that not need and comment all the lines with errors putting ; before each line with error.

Continue pressing the button until all script compile correctly and the compilation window disappear by it self.

Try open again the properties window. If not works, close CK and open it again. Try open again the properties window.

If not works with all the scripts correctly recompiled must be a problem in core game.

I recompiled all the papyrus scripts in both quests. Got no errors, the window closed on it's own. So all the scripts are fine. Still can't fill the properties. I closed Ck and re-open and still the same.

 

I've been looking for answers at what the problem might be, but I haven't found anything. Looks like this is a very rare case.

Posted
2 minutes ago, Ezarr said:

I recompiled all the papyrus scripts in both quests. Got no errors, the window closed on it's own. So all the scripts are fine. Still can't fill the properties. I closed Ck and re-open and still the same.

 

I've been looking for answers at what the problem might be, but I haven't found anything. Looks like this is a very rare case.

Make another test... Open CK but not open any proyect... leave the CK empty.

Create a quest, name it and press ok for save it. Open it again and press in the last tab "Scripts"

Press Add Script and wait while CK scan all the files.

Click over [New Script] write a name in the next window and press ok. 

Click Properties and look if you can add a property.

Posted
5 hours ago, GenioMaestro said:

Make another test... Open CK but not open any proyect... leave the CK empty.

Create a quest, name it and press ok for save it. Open it again and press in the last tab "Scripts"

Press Add Script and wait while CK scan all the files.

Click over [New Script] write a name in the next window and press ok. 

Click Properties and look if you can add a property.

This worked. I got the same error but still let me add a property and I can edit its value.

Posted
1 hour ago, Ezarr said:

This worked. I got the same error but still let me add a property and I can edit its value.

But you get the same error??? With empty CK???

CK say "errors encountered while attempting to reload the script" in empty CK???

That is bad... in an empty CK you must can add a property whitout see any error.

 

I only get the message "errors ecountered while attemping to reload the script" when i try modify a complex mod like defeat or sanguine debauchery and normally the problem is caused because i not have the necesary depent files.

When you want compile a psc with dependencies you NEED the source code of the dependant files.

When you want change a property of a file with dependencies you NEED the PEX dependant files.

But in an empty CK you only depend from the main files of the core game.

You must be fault of some main core PEX files.

 

Take a look to EditorWarnings.txt located in the main Skyrim folder, the same that have tesv.exe

Maybe say what is the faulting script.

Locate it manually can be a nigthmare... i have 8500 pex and near 20k psc's

Posted
58 minutes ago, Ezarr said:

This worked. I got the same error but still let me add a property and I can edit its value.

But can't be... i presume the game run good in your machine... you must have all the necesary files.

 

Maybe you have a bad SkyrimEditor.ini???

 

Open your SkyrimEditor.ini located in the main skyrim folder and look the [Archive] section. Must have:

Spoiler

[Archive]
bCheckRuntimeCollisions=0
bInvalidateOlderFiles=1
bUseArchives=1
iRetainDirectoryStringTable=1
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
SArchiveList=Skyrim - Textures.bsa,Skyrim - Meshes.bsa,Skyrim - Animations.bsa,Skyrim - Voices.bsa,Skyrim - Interface.bsa,Skyrim - Misc.bsa,Skyrim - Sounds.bsa,Skyrim - VoicesExtra.bsa,Skyrim - Shaders.bsa,Update.bsa,Dawnguard.bsa,Hearthfires.bsa,Dragonborn.bsa
SInvalidationFile=ArchiveInvalidation.txt
SResourceArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa
SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, Hearthfires.bsa, Dragonborn.bsa

The parameters SArchiveList, SResourceArchiveList and SResourceArchiveList2 must have EXACTLY that files in EXACTLY that order. Is the order used by CK for open the masters files and scan for dependencies.

Posted
6 hours ago, GenioMaestro said:

Take a look to EditorWarnings.txt located in the main Skyrim folder, the same that have tesv.exe

Maybe say what is the faulting script.

Locate it manually can be a nigthmare... i have 8500 pex and near 20k psc's

Got this: SCRIPTS: Data\Scripts\form.pex : fatal: Version number is too new. Expected 3.1 or lower, found 3.2

Posted
2 minutes ago, Ezarr said:

Got this: SCRIPTS: Data\Scripts\form.pex : fatal: Version number is too new. Expected 3.1 or lower, found 3.2

The following evident step is go to Data\Scripts and rename your form.pex to form_malo.pex and try again in CK. Must get the correct pex file from the main bsa files.

 

And revise your [Archive] section in SkyrimEditor.ini

Posted
5 hours ago, GenioMaestro said:

The parameters SArchiveList, SResourceArchiveList and SResourceArchiveList2 must have EXACTLY that files in EXACTLY that order. Is the order used by CK for open the masters files and scan for dependencies.

 

Mine looks like this:

Spoiler

[Archive]
bInvalidateOlderFiles=1
SArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Voices2.bsa, Skyrim - Voices3.bsa, Skyrim - Voices4.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa
SInvalidationFile=ArchiveInvalidation.txt
iRetainFilenameOffsetTable=1
iRetainFilenameStringTable=1
iRetainDirectoryStringTable=1
bCheckRuntimeCollisions=0
bUseArchives=1
SResourceArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Voices2.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa
SResourceArchiveList2=Skyrim - Shaders.bsa

 

Posted
5 hours ago, GenioMaestro said:

The following evident step is go to Data\Scripts and rename your form.pex to form_malo.pex and try again in CK. Must get the correct pex file from the main bsa files.

I rename it. But now I get the same error but this time is keyword.pex

Posted

I was asking in Nexus forum and they tell me someone was having the same problem and that he fixed it by reinstalling CK. Maybe that's the best choice for me.

Posted
1 minute ago, Ezarr said:

I was asking in Nexus forum and they tell me someone was having the same problem and that he fixed it by reinstalling CK. Maybe that's the best choice for me.

Yes.. that is a good option... You can try reinstall Creation Kit but if the problem persist can be for your [Archive] section in SkyrimEditor.ini

 

If you have Legendary Edition with the DLC's Dawnguard, Hearthfires and Dragonborn your [Archive] section in SkyrimEditor.ini is INCORRECT... is too evident... i have the files in SArchiveList and you not have it.

Make a security copy of your SkyrimEditor.ini and replace your [Archive] section with the content of my spoiler.

Posted
25 minutes ago, Ezarr said:

I was asking in Nexus forum and they tell me someone was having the same problem and that he fixed it by reinstalling CK. Maybe that's the best choice for me.

I think reinstall CK can solve nothing because the installer of the CK only have the core psc files of the game and not have any pex file inside it.

 

As i know, the pex core files are only changed with the game updates and by SKSE.

The installer of SKSE have pex files. Maybe reinstalling SKSE you can solve the problem.

If reinstalling CK and SKSE not works the only solution i see is reinstall the game and the updates.

Posted
7 hours ago, GenioMaestro said:

I think reinstall CK can solve nothing because the installer of the CK only have the core psc files of the game and not have any pex file inside it.

 

As i know, the pex core files are only changed with the game updates and by SKSE.

The installer of SKSE have pex files. Maybe reinstalling SKSE you can solve the problem.

If reinstalling CK and SKSE not works the only solution i see is reinstall the game and the updates.

Ok. I'll do that after I'm done with my follower. I'm afraid of breaking things even further in the process. 

 

A thousand thanks for you man. You have helped me greatly explaining me all these things. I don't want to take anymore of your time, you have done more than enough already.

 

I'll try to fix the bleedout event script on my own after that I'll finish with this follower. I'll be given you credit for your help with this follower mod when I release it.

 

Thanks again man and happy holidays.

Posted
9 hours ago, Ezarr said:

Ok. I'll do that after I'm done with my follower. I'm afraid of breaking things even further in the process. 

 

A thousand thanks for you man. You have helped me greatly explaining me all these things. I don't want to take anymore of your time, you have done more than enough already.

 

I'll try to fix the bleedout event script on my own after that I'll finish with this follower. I'll be given you credit for your help with this follower mod when I release it.

 

Thanks again man and happy holidays.

 

As you like. But you can not use the bleedout event without the correct values in the properties.

If you eliminate the fight you can publish your follower.

Ask again if you need more help.

 

And tell me the results of the reinstallation, please.

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