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Garagulu

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Posted

hello everyone, first of all i hope i don't disrespect someone, i asked to make a little change to this mod....


 
 

since it is not a big change ( i think), since the author had already released a version with the changes I request (not an updated version), and since he does not answe to me...

can someone teach me ( if possible) to make the change by myself? obv i would make this change just for me, not for upload the mod or something like this...if it's possible thx in advance ^^


 

 

 
Posted

I don't know how this mod is implemented, but I am assuming those magic effects are implemented just like any other disease and your "problem" lies in vampires having 100% disease resistance. If that's the case, simply change those magic effects to not be countered by disease resistance.

 

Posted
13 hours ago, Hawk9969 said:

I don't know how this mod is implemented, but I am assuming those magic effects are implemented just like any other disease and your "problem" lies in vampires having 100% disease resistance. If that's the case, simply change those magic effects to not be countered by disease resistance.

 

i'll try and i let u know if it works, for now i thx u so much^^

 

 

EDIT: here is what it says :/

IMG_20200820_153406.jpg

Posted

Greetings!

 

I tried to have a look into the .esp and the scripts of the mod, but oddly, I could not find the error message you show in your screenshot (the one concerning the player being a vampire). Which version of the mod you said you were using? I tried both 1.2 and 1.3a.

I tend to modify a lot of mods for my own use as well, so I would be glad to help if I can.

 

Regards, s3ngine

Posted
1 hour ago, s3ngine said:

Greetings!

 

I tried to have a look into the .esp and the scripts of the mod, but oddly, I could not find the error message you show in your screenshot (the one concerning the player being a vampire). Which version of the mod you said you were using? I tried both 1.2 and 1.3a.

I tend to modify a lot of mods for my own use as well, so I would be glad to help if I can.

 

Regards, s3ngine

first of all thx for ur time^^, here is the  version https://www.loverslab.com/applications/core/interface/file/attachment.php?id=965022...

i tend to modify something too (little things obv, i am not so experienced)but in this scenario i can't figure out the issue

Posted
On 8/21/2020 at 2:44 PM, Garagulu said:

first of all thx for ur time^^, here is the  version https://www.loverslab.com/applications/core/interface/file/attachment.php?id=965022...

i tend to modify something too (little things obv, i am not so experienced)but in this scenario i can't figure out the issue

 

Don't mention it, glad to help a fellow modder out.

Now let's see:

 

The code in question is in the script "sexlabstdsmain.psc" (.psc is the source file, .pex is the compiled script file), at line number 297 (I recommend notepad++ for editing .psc files)

Spoiler

If akPlayerRace.HasKeyword(ActorTypeVampire) || STDresist >= 100.0 || AutomatonRaces.HasForm(akPartnerRace)
        debugOutput("Player is either a vampire, has full disease resist, or partner was a dwarven automaton, so player cannot contract any STDs.")
        Return False

 

As you can see, the code checks if either the players race has the Vampire Keyword or if the player has 100% disease resistance. Let's ignore the last condition for now, that does not concern us.

 

The only way to achieve your goal of an infectable vampire is to remove the conditions in the code and recompile the script. Well, that's the simplest solution. If you want to be able to toggle this option, there is some more work involved of course.

I hope you are somewhat familiar with compiling scripts?

 

Regards, s3ngine

Posted
35 minutes ago, s3ngine said:

 

Don't mention it, glad to help a fellow modder out.

Now let's see:

 

The code in question is in the script "sexlabstdsmain.psc" (.psc is the source file, .pex is the compiled script file), at line number 297 (I recommend notepad++ for editing .psc files)

  Hide contents

If akPlayerRace.HasKeyword(ActorTypeVampire) || STDresist >= 100.0 || AutomatonRaces.HasForm(akPartnerRace)
        debugOutput("Player is either a vampire, has full disease resist, or partner was a dwarven automaton, so player cannot contract any STDs.")
        Return False

 

As you can see, the code checks if either the players race has the Vampire Keyword or if the player has 100% disease resistance. Let's ignore the last condition for now, that does not concern us.

 

The only way to achieve your goal of an infectable vampire is to remove the conditions in the code and recompile the script. Well, that's the simplest solution. If you want to be able to toggle this option, there is some more work involved of course.

I hope you are somewhat familiar with compiling scripts?

 

Regards, s3ngine

yesterady i downloaded notepad++ and papyrus plus plus....made some research on my own, and i swear i wanted to share that sentence with you^^ amazing xD!! but in true i never worked on papyrus and compiling script, so i got stuck, i don't know what to to do in that sentence because i don't really know how papyrus work.......( i don't need togglable things)....i make an assumption....can i delete sentence ad auto recompile the script? i am glad to learn something so i thx u again ^^

Posted
1 hour ago, Garagulu said:

yesterady i downloaded notepad++ and papyrus plus plus....made some research on my own, and i swear i wanted to share that sentence with you^^ amazing xD!! but in true i never worked on papyrus and compiling script, so i got stuck, i don't know what to to do in that sentence because i don't really know how papyrus work.......( i don't need togglable things)....i make an assumption....can i delete sentence ad auto recompile the script? i am glad to learn something so i thx u again ^^

 

You took your first steps I see, that's good.

Deleting the line (I assume that's what you mean by sentence) may be a bit too extreme for starters, I would simply make it into a comment, so you could re-enable it later, if need be.

Here's what it should look like:

 

Spoiler

grafik.png.69f433e3353cd69a196192303112023f.png

 

As you can see, I commented the original line out (by placing a ; (semikolon) in front of the line). Now, I am not sure if you are familiar with programming languages at all? Putting something in comments basically means the line does not do anything.

I left only the last part of the original code and I also changed the output text for good measure. Again, I left the original line in comments.

 

While I did this, I noticed another spot in the same script file which is important for us. The following code (this was not commented out, I did this) would mean that every ingame hour, your STDs would be gone, if you are a vampire.

So, do like I do and simply put every line within this function/event in comments by placing a ; in front of every line. See image below.

 

grafik.png.f34286f3fc2daa6d1a859186a0579bae.png

 

 

Ok, so much for changing the code. Now for the compiling. You will need the following things:

 

a) The Papyrus Compiler, which is part of the Creation Kit. I trust you have the Creation Kit installed/handy?

b) Every source script which is referenced by this script, meaning every STD source script and probably all the SexLab source scripts as well. Maybe something else too. Basically, you will need to have every .psc file from the STD mod and the SexLab mod in the folder <whereever you installed Skyrim>/Data/Scripts/Source

 

I wish I could refer you to a good guide on this whole topic, but I can't remember where or how I learned this stuff, it's been too long actually. I advise to do it step by step and then google whenever you are stuck with a particular problem (or ask me here, that's fine too). Again, first get the Papyrus Compiler, then set it up to compile scripts, then worry about the required source files. The compiler will tell you what source files are missing, so that's very helpful.

 

See how you fare with it, and tell me how it went. Again, I am happy to help.

 

Regards, s3ngine

 

edit: There I go, forgetting an integral part: You will need to somehow actually use the Compiler. It is a command line tool, so you will need to enter the commands through the command line.

How to:

1) open the command line by typing "cmd" in the Windows Start Menu

2) type (without any of the <> but with the "") "<your folder with PapyrusCompiler.exe>\PapyrusCompiler.exe" sexlabstdsmain.psc -flags="TESV_Papyrus_Flags.flg" -i="<the script source folder, mentioned above>" -o="<the output folder for the .pex file>"

 

Ok, to break this down: The first part calls the compiler .exe file, which runs the compiler, basically. Then you need to tell him the name of your script source file. Then, he needs this weird .flg file. It is something required by the compiler and this file needs to be placed inside the source folder, which you also have to type after the -i= part. i stands for input folder and o stands for output folder, I hope this is self explanatory.

 

3) Run the command by pressing Enter. This might or might not successfully compile your script, depending on whether you have all the source scripts and the script itself is correctly written. Again, the compiler will output any errors.

 

 

 

Posted
1 hour ago, s3ngine said:

 

You took your first steps I see, that's good.

Deleting the line (I assume that's what you mean by sentence) may be a bit too extreme for starters, I would simply make it into a comment, so you could re-enable it later, if need be.

Here's what it should look like:

 

  Hide contents

grafik.png.69f433e3353cd69a196192303112023f.png

 

As you can see, I commented the original line out (by placing a ; (semikolon) in front of the line). Now, I am not sure if you are familiar with programming languages at all? Putting something in comments basically means the line does not do anything.

I left only the last part of the original code and I also changed the output text for good measure. Again, I left the original line in comments.

 

While I did this, I noticed another spot in the same script file which is important for us. The following code (this was not commented out, I did this) would mean that every ingame hour, your STDs would be gone, if you are a vampire.

So, do like I do and simply put every line within this function/event in comments by placing a ; in front of every line. See image below.

 

grafik.png.f34286f3fc2daa6d1a859186a0579bae.png

 

 

Ok, so much for changing the code. Now for the compiling. You will need the following things:

 

a) The Papyrus Compiler, which is part of the Creation Kit. I trust you have the Creation Kit installed/handy?

b) Every source script which is referenced by this script, meaning every STD source script and probably all the SexLab source scripts as well. Maybe something else too. Basically, you will need to have every .psc file from the STD mod and the SexLab mod in the folder <whereever you installed Skyrim>/Data/Scripts/Source

 

I wish I could refer you to a good guide on this whole topic, but I can't remember where or how I learned this stuff, it's been too long actually. I advise to do it step by step and then google whenever you are stuck with a particular problem (or ask me here, that's fine too). Again, first get the Papyrus Compiler, then set it up to compile scripts, then worry about the required source files. The compiler will tell you what source files are missing, so that's very helpful.

 

See how you fare with it, and tell me how it went. Again, I am happy to help.

 

Regards, s3ngine

 

edit: There I go, forgetting an integral part: You will need to somehow actually use the Compiler. It is a command line tool, so you will need to enter the commands through the command line.

How to:

1) open the command line by typing "cmd" in the Windows Start Menu

2) type (without any of the <> but with the "") "<your folder with PapyrusCompiler.exe>\PapyrusCompiler.exe" sexlabstdsmain.psc -flags="TESV_Papyrus_Flags.flg" -i="<the script source folder, mentioned above>" -o="<the output folder for the .pex file>"

 

Ok, to break this down: The first part calls the compiler .exe file, which runs the compiler, basically. Then you need to tell him the name of your script source file. Then, he needs this weird .flg file. It is something required by the compiler and this file needs to be placed inside the source folder, which you also have to type after the -i= part. i stands for input folder and o stands for output folder, I hope this is self explanatory.

 

3) Run the command by pressing Enter. This might or might not successfully compile your script, depending on whether you have all the source scripts and the script itself is correctly written. Again, the compiler will output any errors.

 

 

 

that's what i've done for now, probably some mistakes :P, i am a bit newbie on papyrus, trying my best xD! foe the part of comments is very clear and most thx u!!409114733_Screenshot(6).png.42ebb8164174f69b0c8054172dfa9dea.png1587434261_Screenshot(7).png.9fe0454ecf5567d7fb8b6dd48de925d9.png

 

for the compiling part, in papyrus++ config i've found this

674866953_Screenshot(8).png.4906d209d030e36a09817aefcbb9a6b1.png

 

a strange thing...in notepad ++ when i click on "compile" (plugins>>>papyrus++>>compile) it takes 4ever...it says "compiling" and return nothing....here is where i stuck

 

oh and for the advice of "cmd" ecc... i don't know if i have to do it or not.. ( but i say again i am a little noob on papyrus so exscuce me) thx u!

Posted

Oh, so there is a notepad++ plugin for Papyrus? Fancy that, I did not know that.

 

The code looks good, but I found some issues:

1) You are missing a "return true" or "return false" after the EndIf (line 247). This function has to return either true or false at the end.

My suggestion, if I understand your code correctly: You might want to put "return true" in the "elseif", below line 244 and then a "return false" in the "else", below line 246. That works too. Just make sure that every possible outcome of the "if" statement has a return in it. That should also be the reason why the compiling fails.

2) Just a minor optimization: Is your variable "Risk" an integer (int) or float? If it is an integer, I would use Utility.RandomInt(1,100) instead of RandomFloat. RandomInt is slightly faster, I think. If you still want to use RandomFloat, you should enter 1.0 and 100.0 instead of 1 and 100, because the function expects float values, not integer values. If you give integer values, it works, but then the values have to be cast into a float at runtime, which is slower in terms of execution. Again, just optimization, but consider that Papyrus has only little processor time in the game itself.

 

Since I don't know the Papyrus plugin, I am not sure what this textfile with the compilerPath is. Where did you find it? To me it looks like some file that tells notepad++ where to find the compiler and the folders. Looks good actually. Are those paths correct for your setup? If so, then I would think it should work.

 

If it's stuck on "compiling", check if you can find any error messages. On the Nexus page of the Papyrus++ plugin I saw a screenshot which showed error messages. See if you can find those, maybe it will contain useful information.

Failing that, check the folder paths. Keep in mind that the Papyrus++ plugin will NOT contain the Papyrus Compiler itself, that has to come from the Creation Kit, so you will have to point it towards it.

 

Concerning the "cmd" stuff: Ignore that then, the plugin you have should handle this for you, if you set the paths right.

 

Hope that helps. As usual, keep me updated on your progress.

 

Regards, s3ngine

Posted
3 hours ago, s3ngine said:

Oh, so there is a notepad++ plugin for Papyrus? Fancy that, I did not know that

help to shear something if i can ^^

 

3 hours ago, s3ngine said:

1) You are missing a "return true" or "return false" after the EndIf (line 247). This function has to return either true or false at the end.

My suggestion, if I understand your code correctly: You might want to put "return true" in the "elseif", below line 244 and then a "return false" in the "else", below line 246.

1593249283_Screenshot(9).png.90e9c7e054c7d7dd7717e03a7733a6a7.png

 

is this acceptable? ahahah talk of "my code" is ambitious for mexD...i am glad if my vampire contract some std ahahhha xD

 

 

this is what it does when stuck on compiling

757123058_Screenshot(10).png.4ed8be23729ece230a834842280487d2.png

 

it does nothing, even no errors :/

 

3 hours ago, s3ngine said:

2) Just a minor optimization: Is your variable "Risk" an integer (int) or float?

wich line? sorry for being so newbie xD

 

3 hours ago, s3ngine said:

. Where did you find it? To me it looks like some file that tells notepad++ where to find the compiler and the folders. Looks good actually. Are those paths correct for your setup? If so, then I would think it should work.

 

yes the paths are correct :)!

 

thx u as ever^^

 

 

EDIT: here there is a software issue, notepad++ shows some problems when i add papyrus++ as plugin..tried N64 with P64 and N32 with P32..same problems...do u know other way for compiling?

Posted
10 hours ago, Garagulu said:

is this acceptable? ahahah talk of "my code" is ambitious for mexD...i am glad if my vampire contract some std ahahhha xD

Looks good, tho you might want to swap line 247 and 248 around, because anything after the "return" will not happen (I mean the debugmessage). Sorry, I did not account for the change in line in my original instruction.

 

10 hours ago, Garagulu said:

wich line? sorry for being so newbie xD

Line 238: Bool doInfect = Utility.RandomFloat(1,100) <= Risk

I would change it to either:

Bool doInfect = Utility.RandomInt(1,100) <= Risk

or

Bool doInfect = Utility.RandomFloat(1.0,100.0) <= Risk

depending on your Risk variable.

 

And don't worry. I started out like this too. Small steps, that's the trick.

 

By the way, thanks for the video link, I think the Creation Kit site is where I got the info for my compiling method.

 

10 hours ago, Garagulu said:

EDIT: here there is a software issue, notepad++ shows some problems when i add papyrus++ as plugin..tried N64 with P64 and N32 with P32..same problems...do u know other way for compiling?

I see, so if notepad++ has some issues with the plugin, then it explains why it does not work.

 

I am using the Quick Compile method explained on the Creation Kit page, as seen here:

 

 

See if this works for you. It didn't for me for some reason, so I set it up a bit differently for myself. Here is how I did it:

 

I did everything as described above, although I pasted the following line (path adjusted to your setup):

"C:\Program Files\Steam\steamapps\common\Skyrim\Papyrus Compiler\notepadCompileLE.bat" "$(FILE_NAME)"

 

You have to create the file "notepadCompileLE.bat" for yourself. It should contain the following lines:

 

Spoiler

"C:\Program Files\Steam\steamapps\common\Skyrim\Papyrus Compiler\PapyrusCompiler.exe" %1 -flags="TESV_Papyrus_Flags.flg" -i="C:\Program Files\Steam\steamapps\common\Skyrim\Data\Scripts\Source" -o="C:\Program Files\Steam\steamapps\common\Skyrim\Data\Scripts"

pause

 

Don't forget the "pause" in the second line, otherwise the compiler will close without you being able to see the output.

After you saved the Run command in notepad++ as described and created the .bat file, you can then find the command "Compile Papyrus" (or however you named it) in the "Run" menu in notepad++. This should then open a command line window showing the compiler output. Should look like this:

 

Spoiler

grafik.png.f838378f0d0426a50b54c8ea39e1900c.png

 

This might not be the best method, there are apparently even more convenient methods, as you can see on the Creation Kit page. You might want to experiment on your own, once you feel comfortable.

I really hope I am not confusing you too much by deviating from the official guide, but this is how it works for me.

 

Let me know if this helped you.

 

Regards, s3ngine

Posted
8 hours ago, s3ngine said:

Looks good, tho you might want to swap line 247 and 248 around, because anything after the "return" will not happen (I mean the debugmessage). Sorry, I did not account for the change in line in my original instruction.

 

nono i am sorry because i need very specific instructions cause my negligence

 

8 hours ago, s3ngine said:

depending on your Risk variable.

i don't understand this sentence, or for better to say where to find that variable

 

8 hours ago, s3ngine said:

I see, so if notepad++ has some issues with the plugin, then it explains why it does not work.

i cecked out the issue, it is in papyrus++,  was created for working with notepad++ 7.4.2, now is too advanced

 

8 hours ago, s3ngine said:

I did everything as described above, although I pasted the following line (path adjusted to your setup):

"C:\Program Files\Steam\steamapps\common\Skyrim\Papyrus Compiler\notepadCompileLE.bat" "$(FILE_NAME)"

1510130952_Screenshot(11).png.ad45dbb60676f068db23730e1d029819.png

here is waht it return, the method seems to work!! probably i am the one who is not working herexD! ahahahaahh made some mistake probably xD! the creation kit guide does not work for me too, looks like can't find something

8 hours ago, s3ngine said:

This might not be the best method, there are apparently even more convenient methods, as you can see on the Creation Kit page. You might want to experiment on your own, once you feel comfortable.

I really hope I am not confusing you too much by deviating from the official guide, but this is how it works for me.

don't worry ur very kind, ur help is immensely appreciated^^

Posted

You are missing the script to compile as the FIRST parameter. Also, if the script or scripts that it relies on are installed via MO, you need to run it through MO.

PapyrusCompiler MyScript.psc -op -f=TESV_Papyrus_Flags.flg -i="F:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\scripts\source" -o=<output folder>

EDIT: You also don't need any plugins for this, you can set the command-line for psc files directly through Notepad++.

  1. Run -> Run.
  2. cmd /K "C:\Program Files\Steam\steamapps\common\Skyrim\Papyrus Compiler\PapyrusCompiler.exe" "$(FULL_CURRENT_PATH)" -op -f=TESV_Papyrus_Flags.flg -i="C:\Program Files\Steam\steamapps\common\Skyrim\Data\scripts\source" -o=<output folder>
Posted
46 minutes ago, Hawk9969 said:

PapyrusCompiler MyScript.psc -op -f=TESV_Papyrus_Flags.flg -i="F:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\scripts\source" -o=<output folder>

where do i have to put this? don't want to mess with my head xD! 

 

50 minutes ago, Hawk9969 said:

$(FULL_CURRENT_PATH)

what should I replace it with?
thx for ur reply too^^
Posted
11 minutes ago, Garagulu said:

where do i have to put this? don't want to mess with my head xD! 

Are you running MO1 or MO2?

11 minutes ago, Garagulu said:

what should I replace it with?

With NOTHING! This is a NP++ env variable. NP++ itself will replace it with the full path of your currently active file.

Posted
2 hours ago, Garagulu said:

here is waht it return, the method seems to work!! probably i am the one who is not working herexD! ahahahaahh made some mistake probably xD! the creation kit guide does not work for me too, looks like can't find something

Looks like you forgot the last part of the line: "$(FILE_NAME)". That's important, because otherwise the compiler won't know which script file to compile.

 

1 hour ago, Hawk9969 said:

EDIT: You also don't need any plugins for this, you can set the command-line for psc files directly through Notepad++.

  1. Run -> Run.
  2. cmd /K "C:\Program Files\Steam\steamapps\common\Skyrim\Papyrus Compiler\PapyrusCompiler.exe" "$(FULL_CURRENT_PATH)" -op -f=TESV_Papyrus_Flags.flg -i="C:\Program Files\Steam\steamapps\common\Skyrim\Data\scripts\source" -o=<output folder>

Ah, very elegant, so you don't need the batch file. Thanks for the hint.

But don't you have to put it this way?

cmd /K " "C:\Program Files\Steam\steamapps\common\Skyrim\Papyrus Compiler\PapyrusCompiler.exe" "$(FULL_CURRENT_PATH)" -op -f=TESV_Papyrus_Flags.flg -i="C:\Program Files\Steam\steamapps\common\Skyrim\Data\scripts\source" -o=<output folder> "

It wouldn't work for me without the additional ""

 

Regards, s3ngine

Posted
1 hour ago, Hawk9969 said:

Are you running MO1 or MO2?

Vortex

 

1 hour ago, Hawk9969 said:

With NOTHING! This is a NP++ env variable. NP++ itself will replace it with the full path of your currently active file.

looks like i have to learn many things for achieve my goal :)

Posted
2 hours ago, s3ngine said:

Looks like you forgot the last part of the line: "$(FILE_NAME)". That's important, because otherwise the compiler won't know which script file to compile.

503263741_Screenshot(12).png.85e9c33d9284c4e4d242fa1fac28bf00.png

 

DONE! :) here is the return! figure out something is still wrong :/

 

Ah if it might interest u the returns is the same with both methods:)

 

a curiosity: may i ask the difference between <-op>

3 hours ago, Garagulu said:

PapyrusCompiler MyScript.psc -op -f=TESV_Papyrus_Flags.flg -i="F:\Program Files (x86)\Steam\steamapps\common\Skyrim\Data\scripts\source" -o=<output folder>

and <%1>  ?

 

13 hours ago, s3ngine said:

"C:\Program Files\Steam\steamapps\common\Skyrim\Papyrus Compiler\PapyrusCompiler.exe" %1 -flags="TESV_Papyrus_Flags.flg" -i="C:\Program Files\Steam\steamapps\common\Skyrim\Data\Scripts\Source" -o="C:\Program Files\Steam\steamapps\common\Skyrim\Data\Scripts"

pause

thx as ever^^

 

EDIT: searched for the file <tesv flag ecc> on the web, found it and put in <script> and <script sorce> the return is this

 

1784698760_Screenshot(14).png.6ed5080e13f172285fdc8113d50ee577.png13032681_Screenshot(15).png.abc8a057950b141b4dac05acf15c79e1.png

Posted

%1 is not a replacement for -op, it's a replacement for MyScript.psc. In batch, %1 means the second argument passed to the batch script with %0 being the first (always the path of execution, aka program name).

 

The -op parameter tells the compiler to optimize your code.

 

As for your error, pass the full path of your flg file to -f.

Ex: -f="F:\Program Files (x86)\Steam\steamapps\common\Skyrim\Papyrus Compiler\TESV_Papyrus_Flags.flg"

Posted

Alright, you almost made it :)

 

"unknown user flag hidden":

This means you are missing the "TESV_Papyrus_Flags.flg" file. You have to copy it from the "Papyrus Compiler" folder to the "Data/scripts/source" folder.
 

The difference between -op and %1:

Actually, I don't know what the "-op" operator does. It must be some parameter for the Papyrus Compiler. Perhaps @Hawk9969 could tell us more? Thanks in advance for your time.

The "%1" is used in windows .bat files. It is replaced with the first argument that is passed on to the .bat file. In our case, that is "$(FILE_NAME)" (because it is written right after the .bat filepath), which in turn is replaced with the name of the script you are currently editing in notepad++.

For example:

You are currently editing "myscript.psc". Once you use the "Run" command, this filename gets passed to the compiler, so it knows which file to compile.

 

Regards, s3ngine

 

edit: Too slow xD

 

Ok, on to the next errors:

Whenever the compiler outputs "unknown type", it means you are missing that source script. In the Creation Kit folder, you should find a folder named scripts.zip or source.zip (can't remember exactly), which contains ALL the source scripts for the game, for instance Form.psc, which you are missing. Now you could copy ALL source files into your source folder, or you can only get those you are missing. I did the latter, because I didn't want to have 10k files in the folder. Easier to navigate that way.

Posted
14 hours ago, Hawk9969 said:

%1 is not a replacement for -op, it's a replacement for MyScript.psc. In batch, %1 means the second argument passed to the batch script with %0 being the first (always the path of execution, aka program name).

 

The -op parameter tells the compiler to optimize your code.

 

As for your error, pass the full path of your flg file to -f.

Ex: -f="F:\Program Files (x86)\Steam\steamapps\common\Skyrim\Papyrus Compiler\TESV_Papyrus_Flags.flg"

thx 4 ur explanation^^! as for the error i figure it was referring to "unknow user flag hidden" right? thx:)

Posted
14 hours ago, s3ngine said:

Alright, you almost made it :)

 

"unknown user flag hidden":

This means you are missing the "TESV_Papyrus_Flags.flg" file. You have to copy it from the "Papyrus Compiler" folder to the "Data/scripts/source" folder.
 

The difference between -op and %1:

Actually, I don't know what the "-op" operator does. It must be some parameter for the Papyrus Compiler. Perhaps @Hawk9969 could tell us more? Thanks in advance for your time.

The "%1" is used in windows .bat files. It is replaced with the first argument that is passed on to the .bat file. In our case, that is "$(FILE_NAME)" (because it is written right after the .bat filepath), which in turn is replaced with the name of the script you are currently editing in notepad++.

For example:

You are currently editing "myscript.psc". Once you use the "Run" command, this filename gets passed to the compiler, so it knows which file to compile.

 

Regards, s3ngine

 

edit: Too slow xD

 

Ok, on to the next errors:

Whenever the compiler outputs "unknown type", it means you are missing that source script. In the Creation Kit folder, you should find a folder named scripts.zip or source.zip (can't remember exactly), which contains ALL the source scripts for the game, for instance Form.psc, which you are missing. Now you could copy ALL source files into your source folder, or you can only get those you are missing. I did the latter, because I didn't want to have 10k files in the folder. Easier to navigate that way.

can't find taht creation kit folder :/ even if i searchg in C:\ is that similar to <script.rar> u can find in skyrim folder?  and if i right-click on CK>>>open file path>>>it goes in Skyrim folder, and here there only is the CK app

Thx as ever^^

Posted

Drop the "Source" folder from the attached file into <Skyrim>/Data/scripts.

The source scripts are manually overwritten in the following order: SKSE > DB > HF > DG > Vanilla.

Source.7z

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