Jump to content

Compiling Creation Kit scripts with Mod Organizer


Recommended Posts

Posted

I've recently gotten into modding my own quest mods in the Creation Kit. I use Mod Organizer with a profile set with only the bare bones mods and requirements for mods I plan on using.

 

Seeing as this Loverslab, I've recently tried to incorporate SexLab functions using THIS TUTORIAL. The issue is - I'm unable to compile my script because as far as I can tell it's looking for scripts in the default Skyrim directory when the SexLab scripts are in my Mod Organizer directory. The issue I'm having is the exact same one as those in the thread but there does not seem to be a legitimate solution posted there.

 

The specific error I'm having:

 

 


Starting 1 compile threads for 1 files...
Compiling "TIF__04000D68"...
C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslActorAlias.psc(306,31): variable NiOverride is undefined
C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslActorAlias.psc(306,42): none is not a known user-defined type
C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslActorAlias.psc(307,19): variable NiOverride is undefined
C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslActorAlias.psc(307,30): none is not a known user-defined type
C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslActorAlias.psc(312,5): variable NiOverride is undefined
C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslActorAlias.psc(312,16): none is not a known user-defined type
C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslActorAlias.psc(313,5): variable NiOverride is undefined
C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslActorAlias.psc(313,16): none is not a known user-defined type
C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslActorAlias.psc(722,31): variable NiOverride is undefined
C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslActorAlias.psc(722,42): none is not a known user-defined type
C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslActorAlias.psc(723,5): variable NiOverride is undefined
C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslActorAlias.psc(723,16): none is not a known user-defined type
C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslSystemConfig.psc(765,61): variable NiOverride is undefined
C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslSystemConfig.psc(765,72): none is not a known user-defined type
C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslSystemConfig.psc(765,91): cannot compare a none to a int (cast missing or types unrelated)
C:\Program Files (x86)\Steam\SteamApps\common\Skyrim\Data\Scripts\Source\sslSystemConfig.psc(765,91): cannot relatively compare variables to None
No output generated for TIF__04000D68, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on TIF__04000D68

 

 

Things I've tried:

  • Googling extensively to find a workaround to this issue both on the Nexus forums and here.
  • Manually placing the SexLab scripts into my Skyrim scripts folder.
  • SOLUTION: Manually placing RaceMenu scripts as referenced by THIS THREAD
  • Downloading the archived version of SKSE and placing SKSE's scripts into my Skyrim directory as well as overwriting all SKSE files.

 

Things I haven't tried:

  • Giving up on this just yet.

 

Is there some godly wisdom that someone more versed in this area can pass down onto me? Should I abandon Mod Organizer for Creation Kit modding? If so, what are my alternatives? I don't like the idea of modifying directly within my Skyrim directory but if that's how most people do it then I'll give it my best shot.

 

[SOLUTION] EDIT TO ANYONE WHO FINDS THIS THREAD WITH THE SAME ISSUE:

   The files that are missing come from the RaceMenu .bsa which needs to be unpacked using a .bsa unpacker. I personally recommend BSAOpt on the Nexus. Once you unpack the files, place the RaceMenu script .psc files in the Skyrim/Data/scripts/source folder. I had mistakenly placed them in the scripts folder which is why I was having issues.

Posted
4 minutes ago, MyNameIsnt said:

Should I abandon Mod Organizer for Creation Kit modding?

Yes.

You can't compile scripts with MO as well as many other things. Because VFS restrictions.

 

For modding use NMM, since it work with Data folder directly.

Posted
14 minutes ago, Azazellz said:

You can't compile scripts with MO as well as many other things. Because VFS restrictions.

 

What restrictions?  You have to have the script sources installed in mod organizer so that the VFS will pick them up.

Posted
56 minutes ago, aim4it said:

What restrictions?  You have to have the script sources installed in mod organizer so that the VFS will pick them up.

Strict restrictions.

You can't add new files in VFS after it created.

So even if you compile your script somehow (by using 3rd party compiler, for example - because CK built-in compiler can't work under VFS) and place it into Scripts folder - CK will not be able to see it anyway. Unless you restart it, and VFS, of course.

MO is literally pain in the ass for modders and scripters.

Posted
58 minutes ago, Azazellz said:

Strict restrictions.

You can't add new files in VFS after it created.

So even if you compile your script somehow (by using 3rd party compiler, for example - because CK built-in compiler can't work under VFS) and place it into Scripts folder - CK will not be able to see it anyway. Unless you restart it, and VFS, of course.

MO is literally pain in the ass for modders and scripters.

There is a work around for this, though damned if I can find the actual details on how it is done, but it involves adding the mod organiser mods directory to the paths or something in the ck ini files, not to sure the specifics though, and it was ages ago in one of the post here on ll (last year or the year before that I think), I had it done myself and had no problems with compiling scripts in mo, but did a re install and could never find the post to re do the edits with again.

 

Checking the files and it was skyrimeditior.ini and pretty sure it was an edit to these two lines.

 

[Papyrus]
sScriptSourceFolder = "Data\Scripts\Source"
sScriptCompiledFolder = "Data\Scripts\"

 

 

Posted

Thanks for the replies guys. I'm running on the assumption that modders use Nexus Mod Manager to create mods and Mod Organizer to play then?

  • 4 months later...
Posted

I just compiled a script in CK, MO user. I obviously didn't go into CK through MO do it. I just added esp that I wanted to compile script on into data folder then launched CK from its exe. I already had unpacked scripts rar into data folder when setting up merge plugins tool. My editor ini already had this log                                  

 

[Papyrus]
sScriptSourceFolder = "Data\Scripts\Source"
sScriptCompiledFolder = "Data\Scripts\"   

 

 

 

Made changes to the script that loaded npcs at thalmor party, I put a new npc at the party.  Ran compiler,got no errors, pex file placed into scripts folder, when into game and everything was good. 

 

 

20191105131430_1.jpg.f2d34153ff51977912e81e4135b71686.jpg

 

20191105131544_1.jpg.a3b0aa95b4ae498d457278f62417de15.jpg

  • 1 year later...
Posted
On 6/25/2019 at 12:48 PM, Azazellz said:

Yes.

You can't compile scripts with MO as well as many other things. Because VFS restrictions.

 

For modding use NMM, since it work with Data folder directly.

 

Or Wrye Bash which is exactly what Arthmoor uses on the Unofficial Patch.  You've probably heard of it.

 

Edit: I guess I need to explain more. Here's how it is done.

1. Launch Wrye Bash outside of MO2 or anything else that has a fake filesystem.

2. Go to the Installers tab.

3. Put your mod work in there as a Project.

4. install what you have.

5.  Launch the CK.

6. Go back to Wrye Bash, - at the top of the "Package" column, right click and pick "monitor external installation". Hit OK when it asks to check things.

7. Leave Wrye Bash sitting at the monitoring prompt. Do not click OK yet.

8. Alt-tab over to the CK

9. Do your thing in the CK and finish up.

10.  Close the CK.

11. Go back to WB and hit the OK button.

12.  All of your work from the CK will be written into a new Package kind of like how the Overwrite folder works in MO2.

13. Uninstall it.

14. Uninstall the first mod project you added.

15. Zip up (right click -> package -> pack to archive) the CK project

16a. Move it over to MO2 and install it like you normally would.

16b.  Just keep using Wrye Bash lbecause you're going to be back anyway. :)

 

Posted

No reason to avoid scripting in ck when having had launched through MO.  If you have MO set up right and you havent done anything to your data folder then you have no scripts folder in data folder but you do have a "scripts.rar" file in data folder. Copy and paste it to desktop and open it, its a folder named scripts, place that in data.(I went through process of unpacking scripts.rar when setting up merge plugin tool)  You want to copy and paste numerous scripts folders out of mods found in your MO/Mods folder. You need SL scripts,Racemenu scripts,I have skse scripts in there as well as SL aroused. Now you can compile fine. When in game, the scripts folder can safely stay in your data folder. Mother mods will overwrite their scrips found in data, or you can safely move that scripts folder in data out of data to safe location for future use, Keep you scripts.rar and copy paste other scripts from parent mod to data and your good no matter what. 

 

 

 

Make sure you have this too. As posted by Varithina

 

Checking the files and it was skyrimeditior.ini and pretty sure it was an edit to these two lines.

 

[Papyrus]
sScriptSourceFolder = "Data\Scripts\Source"
sScriptCompiledFolder = "Data\Scripts\"

 

 

You also have to set up skyrim editor ini. Adding dlcs and disabling error messages. I havent done that in years. Google it.

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...