Garagulu Posted August 24, 2020 Author Posted August 24, 2020 1 hour ago, Hawk9969 said: 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 1.5 MB · 0 downloads Becoming Mad @.@!! papyrus is very difficult
Guest Posted August 24, 2020 Posted August 24, 2020 No, this is just modders not including their source files or packing them into BSA. I'll repeat this again, if you are modding your game with a mod manager, unpack all of your BSA into loose files. There is absolutely no reason to keep BSA archives when you've mod managers to organize your loose files for you. As for your errors: Unpack your RaceMenu.bsa into loose files. Unpack SkyUI SDK psc files: https://drive.google.com/file/d/0B4iEH8ar3jtxbFlkVzZSVHN0alk/view
Garagulu Posted August 24, 2020 Author Posted August 24, 2020 18 minutes ago, Hawk9969 said: No, this is just modders not including their source files or packing them into BSA. I'll repeat this again, if you are modding your game with a mod manager, unpack all of your BSA into loose files. There is absolutely no reason to keep BSA archives when you've mod managers to organize your loose files for you. As for your errors: Unpack your RaceMenu.bsa into loose files. Unpack SkyUI SDK psc files: https://drive.google.com/file/d/0B4iEH8ar3jtxbFlkVzZSVHN0alk/view i have to point something or i get lost...cause for every step there is an issue...and theese are very many information for a noob exscuse me Hawk9969! now my goal is to have an infectable vampire with stds...so for achieve that is look likes i have to follow the notepad++/papyrus istrunctions by @s3ngine right? once this is done i have to recompile the sexlabstdmain script right? for doing that i have to unpack as loose files; again right? 29 minutes ago, Hawk9969 said: Unpack your RaceMenu.bsa into loose files. Unpack SkyUI SDK psc files: https://drive.google.com/file/d/0B4iEH8ar3jtxbFlkVzZSVHN0alk/view now for achieve that, wich opener u advice to me? and where to drop this loose files? i use vortex, is it good for this kind of things? forgive me for my many questions, is a new world for me
Guest Posted August 24, 2020 Posted August 24, 2020 3 minutes ago, Garagulu said: now for achieve that, wich opener u advice to me? and where to drop this loose files? i use vortex, is it good for this kind of things? forgive me for my many questions, is a new world for me I use the one that comes with MO, but you can also use a standalone, such as BAE. Unpack those loose files into your Race Menu installation folder, delete RaceMenu.bsa then re-deploy with Vortex.
Garagulu Posted August 24, 2020 Author Posted August 24, 2020 1 hour ago, Hawk9969 said: I use the one that comes with MO, but you can also use a standalone, such as BAE. Unpack those loose files into your Race Menu installation folder, delete RaceMenu.bsa then re-deploy with Vortex. it persevere.... and Here is what i've done, probably my bad: Dropped everything on those 2 folders ( obv race menu in race menu and sky ui in skyui)
Guest Posted August 24, 2020 Posted August 24, 2020 What folder is that? It looks like a complete mess. Please don't tell me you are storing your mods in <Skyrim>/Data...
Garagulu Posted August 24, 2020 Author Posted August 24, 2020 1 hour ago, Hawk9969 said: What folder is that? It looks like a complete mess. Please don't tell me you are storing your mods in <Skyrim>/Data... yup, vortex stored mods there by default....it's a big issue? wich path do u use?
Guest Posted August 24, 2020 Posted August 24, 2020 I am amazed you didn't run into other issues because of that mess until now. It doesn't matter where you store your installed mods, but with a mod manager, <Skyrim>/Data should only contain vanilla files, your unpacked vanilla script source files, the compiled and source files for SKSE scripts, skse/SKSE.ini and any file that a mod EXPLICITLY told you to unpack there, nothing else. When running Vortex, it will create hard links in the Data folder once you deploy, pointing to the actual path of your mod files. Optimally, have your root mods folder be in the same disk and partition as your game, in my case I've them stored in <Skyrim>/Mods for single click backups of the whole game. I highly recommend you to sort out this mess before trying to compile a script. Meanwhile, I also recommend you to unpack all BSA archives into loose files so you know via Vortex which files are being overwritten by certain mods. Make sure to delete the BSA afterwards and if the mod comes with loose files and BSAs, backup the loose files elsewhere, extract the BSA(s) to your mod folder, delete the BSA(s) and then overwrite with the loose files you've backup'ed. This is my <Skyrim> directory structure:
Garagulu Posted August 25, 2020 Author Posted August 25, 2020 15 hours ago, Hawk9969 said: I am amazed you didn't run into other issues because of that mess until now. never had an issue about that (not saying it's correct, probably just lucky)! unfortunately, inexperience leads to making these mistakes...i see there are many things i don't know, i want to thx u again and s3engine for helping me ^^ theese are vortex's settings, and theese are vortex stored mods 15 hours ago, Hawk9969 said: I also recommend you to unpack all BSA archives into loose files so you know via Vortex which files are being overwritten by certain mods Vortex even now it performs this function( let u know wihch file conflicts and let u set them) so u have every loose file of ur mods stored in <mods>? may i see the structur of ur <Mods> folder? 15 hours ago, Hawk9969 said: This is my <Skyrim> directory structure: another little question if i may....so the compiler works fine with loose files, but can't work with bsas? or i miss something?
Guest Posted August 25, 2020 Posted August 25, 2020 1 hour ago, Garagulu said: Vortex even now it performs this function( let u know wihch file conflicts and let u set them) I don't know whether Vortex actually traverses BSA archives to find conflicts or not, but MO2 certainly does not. Also, what happens if you want only a certain file from a lower priority mod to overwrite its higher priority conflict? For instance, my setup needs the MineOreScript.pex script from CCOR to overwrite the one in Requiem, but everything else from Requiem must overwrite the rest; with loose files this is a simple task, all that I needed to do was to either hide or remove the script from the Requiem installation. 1 hour ago, Garagulu said: so u have every loose file of ur mods stored in <mods>? may i see the structur of ur <Mods> folder? No, my <Skyrim>/Mods folder is just like the one in your screenshot above. It's a separate folder for each mod installation; I just don't run BSAs at all, extracting them as soon as I've installed each mod that contained them. 1 hour ago, Garagulu said: another little question if i may....so the compiler works fine with loose files, but can't work with bsas? or i miss something? The Papyrus Compiler will not traverse BSA archives, yes. You need the source files (psc) or a stub of them as loose files if the script you are compiling references them.
Garagulu Posted August 25, 2020 Author Posted August 25, 2020 4 minutes ago, Hawk9969 said: I don't know whether Vortex actually traverses BSA archives to find conflicts or not, but MO2 certainly does not. Also, what happens if you want only a certain file from a lower priority mod to overwrite its higher priority conflict? For instance, my setup needs the MineOreScript.pex script from CCOR to overwrite the one in Requiem, but everything else from Requiem must overwrite the rest; with loose files this is a simple task, all that I needed to do was to either hide or remove the script from the Requiem installation. if i understand correctly u are talking about this function of vortex it let u chose any instance, what overwrite what, in installation, as after pratically for every files that "conflict" with another u choose wich one to use... during installation it gives u a detailed look on every files will be overwrited(if u choose so) 11 minutes ago, Hawk9969 said: No, my <Skyrim>/Mods folder is just like the one in your screenshot above. It's a separate folder for each mod installation; I just don't run BSAs at all, extracting them as soon as I've installed each mod that contained them. 19 minutes ago, Hawk9969 said: The Papyrus Compiler will not traverse BSA archives, yes. You need the source files (psc) or a stub of them as loose files if the script you are compiling references them. oh now i see why loose files are needed...my poor compiler can't find a single thing xD being picky (i apologize) this is what i extracted from a mod <clockwork>...assuming i have only this mod.... now i should point vortex to this folder, delete bsa from <data> and am i done? or missing something?
Guest Posted August 25, 2020 Posted August 25, 2020 The screenshots above only show conflict resolutions for loose files. And no dude, you extract the BSA to where it's stored, aka, where your mod is installed, I already gave you the whole process for doing so (including for mods that have both loose files and BSA archives). You are not supposed to merge them, Vortex is going to do that for you already via its overwrite rules and you certainly don't want to mess with anything on <Skyrim>/Data. Your mods are installed at AppData/Roaming/Vortex/skyrim/mods, <Skyrim>/Mods is where MY mods are installed.
Garagulu Posted August 25, 2020 Author Posted August 25, 2020 53 minutes ago, Hawk9969 said: The screenshots above only show conflict resolutions for loose files. And no dude, you extract the BSA to where it's stored, aka, where your mod is installed, I already gave you the whole process for doing so (including for mods that have both loose files and BSA archives). You are not supposed to merge them, Vortex is going to do that for you already via its overwrite rules and you certainly don't want to mess with anything on <Skyrim>/Data. Your mods are installed at AppData/Roaming/Vortex/skyrim/mods, <Skyrim>/Mods is where MY mods are installed. okok thx u again sir, now it's more clear! now i am trying to resolve some issue with the compiler, seems like i am doing something good, until got stuck about this: C:\Program Files\Steam\steamapps\common\Skyrim\Data\scripts\Source\sexlabstdsmcm.psc(0,0): unable to locate script SKI_ConfigBase i am talking about compiler ....looked for this file and dropped in data/scripts but does not work....same issue! skyui is 5.1 EDIT:with ur great help and patience i managed to achieve the papyrus compilation ^^! very thx u ^^ now i have to follow the s3ngine instruction for modifying the script, compile it, overewrite the existing one and it's done? or am i still mssing something?
Guest Posted August 25, 2020 Posted August 25, 2020 Your output is <Skyrim>/Data and as I've said before, you don't want to mess with <Skyrim>/Data. Change the output to a custom folder outside of your Skyrim installation, then copy the .pex generated there to your <Mod>/scripts and replace when asked.
Garagulu Posted August 25, 2020 Author Posted August 25, 2020 54 minutes ago, Hawk9969 said: Your output is <Skyrim>/Data and as I've said before, you don't want to mess with <Skyrim>/Data. Change the output to a custom folder outside of your Skyrim installation, then copy the .pex generated there to your <Mod>/scripts and replace when asked. very thx u sir^^, i'll let u know if all works if u are interested:) EDIT: ohioioi ther still is something wrong , i am not done yet Can u help me again?
Guest Posted August 25, 2020 Posted August 25, 2020 You are still generating your compiled scripts to <Skyrim>/Data. The function isn't declared to return anything (read the error message), remove your "Return True"s and your "Return False"s.
Garagulu Posted August 25, 2020 Author Posted August 25, 2020 13 hours ago, Hawk9969 said: You are still generating your compiled scripts to <Skyrim>/Data. The function isn't declared to return anything (read the error message), remove your "Return True"s and your "Return False"s. 1.yeah sorry, once the script works i drop files in another folder! for now i am just testing it on backed up directory 2. oh i have read but i must have misunderstood what s3ngine explained to me! thx ! EDIT: line 243>>>removed return False line 246>>>removed return True line 249>>>removed return False same error ... papyrus is very difficult EDIT EDIT: ok i managed to do it! it was obv my bad was tsting on an script in test folder, but when compile the software go loof for it in script>>>source while i was in an another folder?♂️ when ur not experienced with something like this, ur head get broken very fast xD
Garagulu Posted September 8, 2020 Author Posted September 8, 2020 Managed to make the script works, Removed disease resistance... BUT Player can contract only "unknown STD"..can someone help me understand why? sexlabstdsmain.psc
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