emes Posted January 30, 2020 Share Posted January 30, 2020 Short version: I'm new to modding Skyrim. I wanted to try editing a script from an existing mod to tailor it to my tastes, but I'm not sure how to do it. I've using Mod Organizer 1 on my game. Longer version: I've got some experience modding Bethesda games, starting with Oblivion. I've written plenty of scripts for Oblivion and Fallout New Vegas, but Skyrim seems like a different animal, and I'm not sure how the whole Papyrus thing works. I think I have Creation Kit working through Mod Organizer (been a while since I set it up, but I think it's launching with SKSE). I get a ton of error messages when launching, but I have no idea if that's normal or not. (It seems to work for things like rebuilding NavMeshes, at least.) I can find the scripts and their sources through explorer, but no idea how to get to them in CK (I only saw one script when I tried opening scripts). I've tried editing a script source in an external editor and checked it off in the CK to recompile it, but it failed with a whole bunch of errors (first of which being that it couldn't find the script it was trying to compile?) I assume I'm missing something in my basic setup. I'm hoping maybe there's some simple step I don't know about, and maybe this won't be a huge ordeal to go through just to learn how to tweak mods? ? Link to comment
̖̪. Posted January 30, 2020 Share Posted January 30, 2020 Scripts are in: X:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\scripts\source You can edit with anything even with N++ or just Notepad... Compiler is in: Data/Compiler .. here But its better to use in CK compiler... Here: Spoiler All Vanilla and SKSE Functions You can find here: https://www.creationkit.com/index.php?title=List_of_Papyrus_Functions Its good if You download any Style or make Your own Style before You start Scripting :x... Example of mine: ( my own - u cant download ) Spoiler Before u start Scripting go to Your data Folder and find "Scripts.rar" Unpack it to Data folder ( otherwise u will be not able to use Vanilla Functions ) How to create Your own script: 1) Open Papyrus Manager ( First Image ) 2) Click with Right Mouse on list 3) Select "NEW" ( or Open any other Script u want - some script may miss source file -> You cant open this file ) 4) Give any name You want 5) Give any extend for example "ObjectReference" if You want to make Script for Objects Actor for Actors etc. 6) Write Write Write ( using Functions from website i upload above ) 7) Once u done -> Go back to Papyrus Manager 8) Find Your Script ( by name ) and right -> Compile Wait for compilation, if u got any error u can post it here maybe someone will help u :x... Someone because im not gonna... probably not gonna open this topic again xD lol unless u tag me but probably i will dont care anywaaa xD I can find the scripts and their sources through explorer Unpack Your scripts... They are packed in ZIP or RAR or something... You should have it in Your Data Folder And then as i said in Papyrus Manager Link to comment
emes Posted January 30, 2020 Author Share Posted January 30, 2020 Thanks for the info! I'm away from my computer at the moment, but I'm trying to dig up what I can. Did come across this in the "Compiling CK Scripts" section of STEP's Mod Organizer guide (https://wiki.step-project.com/Guide:Mod_Organizer): "Since the Papyrus Script Compiler for the Creation Kit is a 64-bit executable which MO cannot handle, you cannot natively compile scripts from the Creation Kit. Applying the Papyrus Compiler Patch for x64 Systems removes that limitation. " Sounds like that could be part of my problem. Link to comment
greenmango12 Posted January 31, 2020 Share Posted January 31, 2020 If you keep using MO, Definitely it wil be problem for you. But MO2 can run 64 bit aprications from MO2. (so you can run 64 bit aprications, then edit your game/data directory (virtual) without many tedious setting just to edit and compile scripts from CK. and as you know for SE many tool are offered as 64 bit version. For MO user , to set up compiler for skyrim LE was really annoying work (at least for new comer ) , even though you find good tool, it need to change or rename or install dll etc. but if you move to MO2, now you can easy compile script from CK, at least, if you plan to make script for SE,, I strongly recommend , you try MO2. Now Mo2 work well for SE ( LE work too), and keep up-dated. (if you have problem you can ask in dscord and get advice MO2 user, ) before I keep using MO for SE, but now I use MO2 for both LE, SE , it make everything more simple. Link to comment
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