youngfool Posted October 3, 2020 Posted October 3, 2020 Ok, so I have been trying to edit the _PNutilityscript.psc from the private need redone mod for a while without success. Spoiler I have unpacked the Private need.bsa (with the bsl and esp). I have copied the edited _PNutilityscript.psc file into the scripts/source file. I loaded up the PapyrusCompilerPlus 1.2 with the settings all correct. input paths is pretty much the same as yours (mods\skyrim mods\Private Needs 4.0 - Redone\Private Needs 4.0 - Redone\scripts\source) (mine is not in mod manager, its just on desktop). However I got this error that I simply dont know how to overcome. I have been in contact with the mod author, who was very helpful (and I am grateful), however the author insisted that I should learn this one myself. Our exchange can be found on page 7. However, I just simply cant figure this one out. (I have exhausted all the youtube videos on this topic, which isnt much to begin with). the mod author has confirmed that I just need to change the SlotTable for the body parts from 1 to 0. simple as that. This is my final attempt, can someone please please help me to complie this psc into pex with the changes. _PNUtilityScript.psc Spoiler The armor slots that should be unequipped are simply marked with "1" in the slottable array in the script _PNUtilityscript. This is the responsible part: armor [] function unequip() playerref.unequipitem(torch01) ;?? ; bool[] SlotTable = Utility.Createboolarray (30, false) ;this skse shit definetly does not work ; yes googled it definetively again a bug int[] SlotTable = Utility.Createintarray (30, 0) ; hopefully this will work SlotTable[2] = 1 ; body SlotTable[3] = 1 ; hand SlotTable[7] = 1 ; feet SlotTable[18] = 1 ; plugs SlotTable[19] = 1 ; chastity belts SlotTable[27] = 1 SlotTable[28] = 1 armor [] equippedarmor = new armor[30] ; Stress for Microsoft garbage collection ?? armor x int i int islot = 1; while i < 30 if SlotTable x = Playerref.GetWornForm(iSlot) as Armor equippedarmor = x if x playerref.unequipitem(x, false, true) ; no notification endif else equippedarmor = None endif i += 1; islot *= 2; endwhile return equippedarmor EndFunction
youngfool Posted October 5, 2020 Author Posted October 5, 2020 Ahhhh thanks for the help, but im really noob to modding, I dont know how to direct the compiler to the source files of SKSE scripts. the complier is directed to the skyrim root folder.
Andy14 Posted October 5, 2020 Posted October 5, 2020 3 hours ago, youngfool said: , I dont know how to direct the compiler to the source files of SKSE scripts You don't have to either. All scripts used directly or indirectly are checked during compilation. The compiler does this automatically. To do this, all of these psc files must be available in the scripts\sources directory - that's all. Note SKSE: The sources (psc) are only available in the archive version, not in the installer version.
youngfool Posted October 5, 2020 Author Posted October 5, 2020 5 hours ago, Adetu said: With mod organizer you can install it like any other mod. Sorry Adetu, why do you have 2 SKSE files and what is it? I have the SKSE but not skse 1 07 03. And is not having this skse 1 07 03 causing the problem? as in not directing complier to the right directory?
Andy14 Posted October 5, 2020 Posted October 5, 2020 2 hours ago, Adetu said: That works if you install mods directly into the game folder, but not when you are using mod organizer. With mod organizer your game folder is always nearly as clean similar to a fresh installation and ordinary compiling will always fail. There exists only very few excemptions like the skse dll, enb maybe some others that must be installed direct into the game folder. Using mod organizer the mods are then "virtually hooked" into the game, similar to the usage of a subst command in a dos shell. Therefore all executables must be started from within Mod organizer: the game, the creation kit, Tes5edit and so on. The only excemption as far as i know is Papyruscompilerplus which can read and use the path of the installed mods from the active profile in mod organizer. Fine that you explain MO to me. I didn't write anything about Skyrim\Data, just scripts\source. Whether this is in the Data from Sykrim or in a mod folder of a profile is irrelevant.
youngfool Posted October 5, 2020 Author Posted October 5, 2020 I think my biggest issue is how to fill out the import folders. I decomplied the mod (private need) with creation kit and my import folder is the decomplied folder. but Adetu showed me his import folders which was massive. first picture is mine, second is Adetu. what am i missing? Cheers. Spoiler Spoiler
Andy14 Posted October 5, 2020 Posted October 5, 2020 You need all source scripts that are used in your script. Example: The script is for a mod for SexLab. Then you need source scripts from SexLab + because SexLab has an MCM, you need the source scripts from SkyUI + because SkyUI needs SKSE, you also need the source scripts from SKSE. And if you have installed a mod with MO, then the import and output folder must point to MO (mod folder) and not to Skyrim \ Data
youngfool Posted October 6, 2020 Author Posted October 6, 2020 21 hours ago, Andy14 said: You need all source scripts that are used in your script. Example: The script is for a mod for SexLab. Then you need source scripts from SexLab + because SexLab has an MCM, you need the source scripts from SkyUI + because SkyUI needs SKSE, you also need the source scripts from SKSE. And if you have installed a mod with MO, then the import and output folder must point to MO (mod folder) and not to Skyrim \ Data Oh ok, so i have made MO2 mods as input folder, but still work or feel right...however i feel we are getting close lol. so this is what i have, still very different from what Adetu have. also, what should i do with the decomplied files from the original mod using creation's kit? Cheers.
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