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Need help setting up a compiler environment


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Posted

I've tried the Papyrus Compiler app from the nexus but I'm getting an error about invalid install directory that I can't fix. Tried a notepad++ setup, but it doesn't work. Tried Script Compiler Pro, but getting a message saying 0 successful after trying to compile. It's really frustrating. Is there a noob-friendly way to do this that doesn't require a lot of micro-management and CK tools? Cuz I'm pretty much a noob at this.

 

Or you can help by compiling this script for me.

Apropos2ActorAlias.rar

Posted
4 hours ago, saltshade said:

I've tried the Papyrus Compiler app from the nexus but I'm getting an error about invalid install directory that I can't fix. Tried a notepad++ setup, but it doesn't work. Tried Script Compiler Pro, but getting a message saying 0 successful after trying to compile. It's really frustrating. Is there a noob-friendly way to do this that doesn't require a lot of micro-management and CK tools? Cuz I'm pretty much a noob at this.

 

Or you can help by compiling this script for me.

Apropos2ActorAlias.rar 8.45 kB · 1 download

+ Int Slavetats

 

Error

Apropos2ActorAlias.psc(669,21): int is not a known user-defined type

        If Slavetats.synchronize_tattoos(anActor, True)
            If Config.DebugMessagesEnabled
                Debug("Failed to synchronize_tattoos")
            EndIf
        EndIf

 

Apropos2ActorAlias.psc(683,36): int is not a known user-defined type

Apropos2ActorAlias.psc(691,25): int is not a known user-defined type

Apropos2ActorAlias.psc(702,25): int is not a known user-defined type

Apropos2ActorAlias.psc(709,25): int is not a known user-defined type

Apropos2ActorAlias.psc(720,25): int is not a known user-defined type

Apropos2ActorAlias.psc(727,25): int is not a known user-defined type

Apropos2ActorAlias.psc(738,25): int is not a known user-defined type

Apropos2ActorAlias.psc(749,25): int is not a known user-defined type

Apropos2ActorAlias.psc(1183,21): int is not a known user-defined type

No output generated for Apropos2ActorAlias, compilation failed.

 

What error do you get when trying to compile?

 

Posted
1 hour ago, Swe-DivX said:

What error do you get when trying to compile?

 

I got the papyrus compiler app working and it generates a list of errors from here to the next galaxy. The most important error is this:

 

[2020-09-17 22:14:13.568] [error] [Compile] [
  'Compilation error',
  {
    message: 'Command failed: "G:\\Games\\Skyrim Special Edition\\Papyrus Compiler\\PapyrusCompiler.exe"

Posted

I've been using Papyrus Compiler app, works fine for me. I expect your missing scripts. It's somewhat complicated if your not a programmer.

 

Basically in data/scripts/source you need to have all the relevant script source files for what your trying to compile. I don't know if you already unpacked the source files that will be in your data directory. Sometimes script source files are packed into BSA and need unpacking. There should be 13520 source files just from Skyrim+Dawnguard+Heathfire+Dragonborn. They all need to be in data/scritps/source and not packed into subfolders.

 

You also need CK installed but you don't need to use it. You may have to start it up once.

Notepad++ highlighting should be easy to setup, but I haven't used it, I use Sublime Text which had a Papyrus plugin.

 

There may be other things I have forgotten and not mentioned here.

Posted
26 minutes ago, RMCW said:

I've been using Papyrus Compiler app, works fine for me. I expect your missing scripts. It's somewhat complicated if your not a programmer.

 

Basically in data/scripts/source you need to have all the relevant script source files for what your trying to compile. I don't know if you already unpacked the source files that will be in your data directory. Sometimes script source files are packed into BSA and need unpacking. There should be 13520 source files just from Skyrim+Dawnguard+Heathfire+Dragonborn. They all need to be in data/scritps/source and not packed into subfolders.

 

You also need CK installed but you don't need to use it. You may have to start it up once.

Notepad++ highlighting should be easy to setup, but I haven't used it, I use Sublime Text which had a Papyrus plugin.

 

There may be other things I have forgotten and not mentioned here.

What BSA holds all the scripts then? I only have a scripts.zip that contains 64 source scripts.

Posted

That may not have been clear. MODS with BSA need the script source files extracting, only if you need them for what your compiling (if the script uses functions/events from another mod).

 

The native script files should be in that zip folder or sub folders of data/script/source or already in the data/script/source folder. Hope it helps, I am going off LE so the amount of script files may be different in your environment.

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