albiondave Posted February 10, 2021 Posted February 10, 2021 Trying to build a simple mod that has animation(s) triggered from dialog with a custom NPC. My location and NPC are all working fine in game and when I add the conversation itself it still works. As soon as I try to add scripts within CK things start going wrong. For my mod I have the following masters... Skyrim, Update, Dawnguard, HearthFires, Dragonborn, SexLab, ZaZAnimationPack & CreatureFramework all checked. My mod is checked and is the Active File. Everything works fine up until I try to add the scripting to the Quest Dialog. I tried to follow tutorials which use the Papyrus fragment 'debug.messagebox("Test")' and then adding 'SexLabFramework property SexLab auto' to have the correct property available. I have also tried a suggestion of using 'SexLabUtil.QuickStart(akSpeaker, Game.GetPlayer())' in the fragment. Ultimately, when I try to save the editted Source, I end up with the same error... Compiling "TIF__09020949"... D:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\TIF__09020949.psc(16,25): unknown type sexlabframework No output generated for TIF__09020949, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__09020949 So clearly there is an issue with accessing SexLabFramework in order that I can then edit the Source code properly to actually trigger the animation(s). However, SexLab.esm is available and [in game] otherwise working fine. I have no issues at all within the game, everything is working as you'd expect, the issue is only within Creation Kit. Can anyone suggest a solution other than uninstall everything and re-install everything! Although I guess I have to if that's what is required ;-(
Psalam Posted February 10, 2021 Posted February 10, 2021 16 minutes ago, albiondave said: Trying to build a simple mod that has animation(s) triggered from dialog with a custom NPC. My location and NPC are all working fine in game and when I add the conversation itself it still works. As soon as I try to add scripts within CK things start going wrong. For my mod I have the following masters... Skyrim, Update, Dawnguard, HearthFires, Dragonborn, SexLab, ZaZAnimationPack & CreatureFramework all checked. My mod is checked and is the Active File. Everything works fine up until I try to add the scripting to the Quest Dialog. I tried to follow tutorials which use the Papyrus fragment 'debug.messagebox("Test")' and then adding 'SexLabFramework property SexLab auto' to have the correct property available. I have also tried a suggestion of using 'SexLabUtil.QuickStart(akSpeaker, Game.GetPlayer())' in the fragment. Ultimately, when I try to save the editted Source, I end up with the same error... Compiling "TIF__09020949"... D:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\TIF__09020949.psc(16,25): unknown type sexlabframework No output generated for TIF__09020949, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__09020949 So clearly there is an issue with accessing SexLabFramework in order that I can then edit the Source code properly to actually trigger the animation(s). However, SexLab.esm is available and [in game] otherwise working fine. I have no issues at all within the game, everything is working as you'd expect, the issue is only within Creation Kit. Can anyone suggest a solution other than uninstall everything and re-install everything! Although I guess I have to if that's what is required ;-( Here is the approach I've used in my mods: Spoiler Click into EndFragment area, hit spacebar, then click out. (This generates a TIF File) Click OK on the dialogue to temporarily close it. (Usually works best before modifying TIF) Go back to End Fragment, advanced tab, rename script (usually best to rename immediately, name it something that makes sense in context) Right click on ScriptName and hit edit source. Below all the fragment stuff, type: SexLabFramework Property SexLab Auto Optionally type underneath that: Actor Property PlayerRef Auto ; (otherwise you'll use slightly less efficient Game.GetPlayer() to ref the Player) Save the script to compile your new properties. * SexLabFramework Property SexLab Auto; I've put these into my notes because I find using copy and paste avoids errors from misspellings Actor Property PlayerRef Auto * Go back to the end fragment field: Sexlab.Quickstart(PlayerRef, AkSpeaker) ; AkSpeaker refers to whomever you're in dialogue with. Click into the Sexlab property (by hitting the Edit Value button) and select the Quest (only 1 thing should be available, the Quest the script is attached to). Hit OK on your dialogue, it should compile without issue as long as you didn't make a mistake. * Click on ScriptName so it highlights. Hit Properties key to the right. Highlight each property. Autofill PlayerRef. With SexLab choose SexLabQuestFramework from drop down box on the right. (sorry but these are my work notes and if something doesn't make sense it's probably because I know what I mean but I didn't write this originally for the use of others)
albiondave Posted February 10, 2021 Author Posted February 10, 2021 10 minutes ago, Psalam said: Here is the approach I've used in my mods: Hide contents Click into EndFragment area, hit spacebar, then click out. (This generates a TIF File) Click OK on the dialogue to temporarily close it. (Usually works best before modifying TIF) Go back to End Fragment, advanced tab, rename script (usually best to rename immediately, name it something that makes sense in context) Right click on ScriptName and hit edit source. Below all the fragment stuff, type: SexLabFramework Property SexLab Auto Optionally type underneath that: Actor Property PlayerRef Auto ; (otherwise you'll use slightly less efficient Game.GetPlayer() to ref the Player) Save the script to compile your new properties. * SexLabFramework Property SexLab Auto; I've put these into my notes because I find using copy and paste avoids errors from misspellings Actor Property PlayerRef Auto * Go back to the end fragment field: Sexlab.Quickstart(PlayerRef, AkSpeaker) ; AkSpeaker refers to whomever you're in dialogue with. Click into the Sexlab property (by hitting the Edit Value button) and select the Quest (only 1 thing should be available, the Quest the script is attached to). Hit OK on your dialogue, it should compile without issue as long as you didn't make a mistake. * Click on ScriptName so it highlights. Hit Properties key to the right. Highlight each property. Autofill PlayerRef. With SexLab choose SexLabQuestFramework from drop down box on the right. (sorry but these are my work notes and if something doesn't make sense it's probably because I know what I mean but I didn't write this originally for the use of others) Thanks. Appreciate the quick reply!
Psalam Posted February 10, 2021 Posted February 10, 2021 31 minutes ago, albiondave said: Thanks. Appreciate the quick reply! No worries. Let me know if you have any issues with it.
albiondave Posted February 10, 2021 Author Posted February 10, 2021 1 hour ago, Psalam said: Here is the approach I've used in my mods: Hide contents Click into EndFragment area, hit spacebar, then click out. (This generates a TIF File) Click OK on the dialogue to temporarily close it. (Usually works best before modifying TIF) Go back to End Fragment, advanced tab, rename script (usually best to rename immediately, name it something that makes sense in context) Right click on ScriptName and hit edit source. Below all the fragment stuff, type: SexLabFramework Property SexLab Auto Optionally type underneath that: Actor Property PlayerRef Auto ; (otherwise you'll use slightly less efficient Game.GetPlayer() to ref the Player) Save the script to compile your new properties. * SexLabFramework Property SexLab Auto; I've put these into my notes because I find using copy and paste avoids errors from misspellings Actor Property PlayerRef Auto * Go back to the end fragment field: Sexlab.Quickstart(PlayerRef, AkSpeaker) ; AkSpeaker refers to whomever you're in dialogue with. Click into the Sexlab property (by hitting the Edit Value button) and select the Quest (only 1 thing should be available, the Quest the script is attached to). Hit OK on your dialogue, it should compile without issue as long as you didn't make a mistake. * Click on ScriptName so it highlights. Hit Properties key to the right. Highlight each property. Autofill PlayerRef. With SexLab choose SexLabQuestFramework from drop down box on the right. (sorry but these are my work notes and if something doesn't make sense it's probably because I know what I mean but I didn't write this originally for the use of others) Tried this and still get the same issue. So I can't get past the "Below all the fragment stuff, type: SexLabFramework Property SexLab Auto" stage. This appears to be something to do with my file configuration. Strange that SexLab works fine in game but not within CK. Looking like this is going to be an uninstall/reinstall.
Psalam Posted February 10, 2021 Posted February 10, 2021 58 minutes ago, albiondave said: Tried this and still get the same issue. So I can't get past the "Below all the fragment stuff, type: SexLabFramework Property SexLab Auto" stage. This appears to be something to do with my file configuration. Strange that SexLab works fine in game but not within CK. Looking like this is going to be an uninstall/reinstall. You did the last part where you click into the properties? You can't just put it into the script. It also has to be defined by going into the Properties on the right and clicking the appropriate thing. It sounds to me (and I could certainly be wrong) like that is not getting done.
albiondave Posted February 10, 2021 Author Posted February 10, 2021 34 minutes ago, Psalam said: You did the last part where you click into the properties? You can't just put it into the script. It also has to be defined by going into the Properties on the right and clicking the appropriate thing. It sounds to me (and I could certainly be wrong) like that is not getting done. So I put that line of code at the end of the source code, when I try to save (and exit) the source, it fails to compile with the error I showed. If I ignore the error and go into properties anyway, I have no properties listed on the left of the box to select and the options on the right are greyed out - I just have no properties being created by the source code because of whatever is causing the error. I am assuming that the compilation fails due to being unable to recognise SexLabFramework as a legal object because of something I'm missing/doing elsewhere but I just can't see what it is because everything is up to date and works fine in game. The two issues (unable to recognise SexLabFramework and unable to set any properties) are definitely connected, but I'm sure that I need the source code to compile (or at least fail for unrelated reasons) before I can select the sexlab property in the next stage.
Psalam Posted February 11, 2021 Posted February 11, 2021 12 hours ago, albiondave said: So I put that line of code at the end of the source code, when I try to save (and exit) the source, it fails to compile with the error I showed. If I ignore the error and go into properties anyway, I have no properties listed on the left of the box to select and the options on the right are greyed out - I just have no properties being created by the source code because of whatever is causing the error. I am assuming that the compilation fails due to being unable to recognise SexLabFramework as a legal object because of something I'm missing/doing elsewhere but I just can't see what it is because everything is up to date and works fine in game. The two issues (unable to recognise SexLabFramework and unable to set any properties) are definitely connected, but I'm sure that I need the source code to compile (or at least fail for unrelated reasons) before I can select the sexlab property in the next stage. Can you copy and paste the code that fails.
albiondave Posted February 11, 2021 Author Posted February 11, 2021 1 hour ago, Psalam said: Can you copy and paste the code that fails. ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 0 Scriptname script_Aly_Tutor01_01 Extends TopicInfo Hidden ;END FRAGMENT CODE - Do not edit anything between this and the begin comment SexLabFramework Property SexLab Auto This is the source code in the script I'm trying to save. (Blue is what is already there, Red is what I'm adding to try to get the properties right). If I also add the line... Actor Property PlayerRef Auto ...then I get the same compile failure error (ie only the SL line is failing). If I *only* use the Actor Property then the code compiles correctly and if I then click on properties I have "PlayerRef" as a property (of type Actor), so I know the compiler is working fine, its something to do with it not recognising the reference to SexLabFramework (which doesn't make sense to me if it otherwise works exactly as expected in game). If did a partial purge and re-install last night, uninstalling and re-installing SexLabFrameworkSE_v163_BETA8 and checking the rules I have (I use Vortex for my downloaded mods). The only conflicts I have is with an animation pack and PapyrusUtil SE, both of which have SL set to override the conflicted files. My only guess left is that I'm using a version of SL that is fundamentally different to the one used in the tutorials (and that you are using?!)
Psalam Posted February 11, 2021 Posted February 11, 2021 7 minutes ago, albiondave said: ;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment ;NEXT FRAGMENT INDEX 0 Scriptname script_Aly_Tutor01_01 Extends TopicInfo Hidden ;END FRAGMENT CODE - Do not edit anything between this and the begin comment SexLabFramework Property SexLab Auto This is the source code in the script I'm trying to save. (Blue is what is already there, Red is what I'm adding to try to get the properties right). If I also add the line... Actor Property PlayerRef Auto ...then I get the same compile failure error (ie only the SL line is failing). If I *only* use the Actor Property then the code compiles correctly and if I then click on properties I have "PlayerRef" as a property (of type Actor), so I know the compiler is working fine, its something to do with it not recognising the reference to SexLabFramework (which doesn't make sense to me if it otherwise works exactly as expected in game). If did a partial purge and re-install last night, uninstalling and re-installing SexLabFrameworkSE_v163_BETA8 and checking the rules I have (I use Vortex for my downloaded mods). The only conflicts I have is with an animation pack and PapyrusUtil SE, both of which have SL set to override the conflicted files. My only guess left is that I'm using a version of SL that is fundamentally different to the one used in the tutorials (and that you are using?!) I am used to modding for LE. Try using the line SexLabFrameworkSE Property SexLab Auto It may just be the difference in naming conventions between the two Skyrim games.
Scrab Posted February 11, 2021 Posted February 11, 2021 15 minutes ago, Psalam said: I am used to modding for LE. Try using the line SexLabFrameworkSE Property SexLab Auto It may just be the difference in naming conventions between the two Skyrim games. If SLF SE would use different Scripts than SLF LE, youd have a lot and I mean A LOT of issues when porting quite literally any of the mods here Also I still cant see the actual compile error, you can write a whole essay explaining your problem and simply copypasting the compiler output would still do a better job at explaining your issue Im just going to guess here: In what directory do you store SLFs Source Scripts?
albiondave Posted February 11, 2021 Author Posted February 11, 2021 1 hour ago, Scrab said: If SLF SE would use different Scripts than SLF LE, youd have a lot and I mean A LOT of issues when porting quite literally any of the mods here Also I still cant see the actual compile error, you can write a whole essay explaining your problem and simply copypasting the compiler output would still do a better job at explaining your issue Im just going to guess here: In what directory do you store SLFs Source Scripts? Compiler output was in the opening post... Compiling "TIF__09020949"... D:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\TIF__09020949.psc(16,25): unknown type sexlabframework No output generated for TIF__09020949, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__09020949 Regardless of the combination(s) I have tried, this is the error I get trying to compile any code which includes a reference to SL. I am following Pasalm's suggested process from post#2 (which is virtually the same as the online tutorial I found). I'm not explicitly specifying where to save scripts and not trying to write the scripts in an external editor. Everything is within CK using the normal CK defaults (\Data\Source\Scripts\). Sorry, being very noob here but: I have created a quest, built the dialog and this all works in game. The Stage changes, my conditions for dialog all work, idle animations are triggered, etc etc. No problems with the basics. At the end of a piece of dialog, I want to trigger a specific animation using SL. So, in the "Topic Info" window, I am using the End Fragment box to get a Script template to appear. [Renaming is irrelevant, the problem is there regardless] Then I right click on the Script, select Edit Source, and make the changes (ie Add a reference to SexLabFramework). When I save the script, the compile fails (as per above) and I cannot progress any further. This is exactly how I have scripted everything else. It's only when trying to access SL things go wrong.
Scrab Posted February 11, 2021 Posted February 11, 2021 1 hour ago, albiondave said: Compiler output was in the opening post... AH.. my pardon, Im stupid The log says that the Compiler doesnt know what SLF.psc is, meaning it cant find the Sourcefile This is the case when sourcefiles arent loaded in properly, in the proper Location so that the compiler can find it You need to put every sourcefile in the same folder, LE and SE use different defaults. LE uses the clunky annoying "make me scroll through my editor for 3 years because it also has to load up all the files in \Scripts" - [...]\Scripts\Source and SE uses the brilliant, fluent, ordered, far superior "I dont have your editor list all the .pex files that it cant read anyway and just straight go to the .psc files for you <3" - [...]Source\Scripts Im most certainly not biased. Thank you. ...In any way, you have to choose one and no matter which you choose you have to make sure all your sourcefiles are in that folder (the one big downside to primarily modding SE is that you constantly move sourcefiles around because they are in the wrong folder, no matter which data structure you choose) SLF by default - even in SE - puts them in Scripts/Source, go into your Vortex SLF install and move Sourcefiles from the Scripts Folder into a Source\Scripts one. Then redeploy to make sure the thingies are also correctly sorted in your real data folder Juding from your inexperience, If you do things right, you probably get a few quadrillion new errors, that tells you that you did the thing right
albiondave Posted February 11, 2021 Author Posted February 11, 2021 20 minutes ago, Scrab said: AH.. my pardon, Im stupid The log says that the Compiler doesnt know what SLF.psc is, meaning it cant find the Sourcefile This is the case when sourcefiles arent loaded in properly, in the proper Location so that the compiler can find it You need to put every sourcefile in the same folder, LE and SE use different defaults. LE uses the clunky annoying "make me scroll through my editor for 3 years because it also has to load up all the files in \Scripts" - [...]\Scripts\Source and SE uses the brilliant, fluent, ordered, far superior "I dont have your editor list all the .pex files that it cant read anyway and just straight go to the .psc files for you <3" - [...]Source\Scripts Im most certainly not biased. Thank you. ...In any way, you have to choose one and no matter which you choose you have to make sure all your sourcefiles are in that folder (the one big downside to primarily modding SE is that you constantly move sourcefiles around because they are in the wrong folder, no matter which data structure you choose) SLF by default - even in SE - puts them in Scripts/Source, go into your Vortex SLF install and move Sourcefiles from the Scripts Folder into a Source\Scripts one. Then redeploy to make sure the thingies are also correctly sorted in your real data folder Juding from your inexperience, If you do things right, you probably get a few quadrillion new errors, that tells you that you did the thing right Thanks, appreciate the input. So basically, I need all the .psc files from the 7z file to be, in the staging area, in \Data\Source\ and all the .pex files to be in \Data\Source\Scripts\ [rather than \Data\Scripts\Source\ and \Data\Scripts\ respectively]? Then redeploy so that within my game folder Vortex does the switch for me? Do I then need to re-install CK? Presumably, if I were to use anything from any other mod (not planning to but if I did) I'd have to ensure that the .psc/.pex files are in the right places. (I'm feeling that this is approaching a day spent purging everything and re-installing all 200+ mods a *lot* more carefully!) This is probably going to appear really noob, but can I just create a .bat file to sweep my game folder and move everything as appropriate (effectively bypassing Vortex)?
Scrab Posted February 11, 2021 Posted February 11, 2021 Nono Script files (.pex) go in Data\Scripts, no matter the game version For sourcefiles (.psc), you need to decide if you want them Scripts\Source or in Source\Scripts SE default is Source\Scripts LE default is Scripts\Source Choose one and move every .psc files in there. Leave the .pex files alone I doesnt matter how you do it, but you have to do it. Every sourcefile needs to be in the same folder and the CK needs to look in that folder
DragonDweller611 Posted March 10, 2021 Posted March 10, 2021 On 2/11/2021 at 5:32 PM, Scrab said: Nono Script files (.pex) go in Data\Scripts, no matter the game version For sourcefiles (.psc), you need to decide if you want them Scripts\Source or in Source\Scripts SE default is Source\Scripts LE default is Scripts\Source Choose one and move every .psc files in there. Leave the .pex files alone I doesnt matter how you do it, but you have to do it. Every sourcefile needs to be in the same folder and the CK needs to look in that folder hi i have the same problem and what i understand from what you've put is every source file in the sex lab folder needs to be dragged into the main game source folder and the same with the scripts as of now there are seperate because the sexlab stuff is in the vortex location am i understanding that correctly and if it is that will it complain at me and will i have to fix other stuff
Scrab Posted March 10, 2021 Posted March 10, 2021 3 hours ago, DragonDweller611 said: hi i have the same problem and what i understand from what you've put is every source file in the sex lab folder needs to be dragged into the main game source folder and the same with the scripts as of now there are seperate because the sexlab stuff is in the vortex location am i understanding that correctly and if it is that will it complain at me and will i have to fix other stuff Go into Vortex and open the SL Entry in Explorer, then go into Scripts and drag'n'drop the source folder into the root SL folder (where the SL esp is). Go into the Source folder you just dragged into the root folder and create a new folder in there, name it "Scripts" and drag all .psc files into this folder Then redeploy and youre done. You need to do this for every mod that you need the sourcefiles from
DragonDweller611 Posted March 10, 2021 Posted March 10, 2021 10 hours ago, Scrab said: Go into Vortex and open the SL Entry in Explorer, then go into Scripts and drag'n'drop the source folder into the root SL folder (where the SL esp is). Go into the Source folder you just dragged into the root folder and create a new folder in there, name it "Scripts" and drag all .psc files into this folder Then redeploy and youre done. You need to do this for every mod that you need the sourcefiles from so i've just done that. so when i click on the source file the only thing i see is scripts as all the psc. files are in there is that correct and when i did this the script on my mod came up with loads more errors
Heinzelman Posted March 11, 2021 Posted March 11, 2021 (Solved see below, maybe it helps) Hello, I also have problems to add that line "SexLabFramework Property SexLab auto" into a source. I followed the tutorial provided by -Caden- Made an almost empty Papyrus Fragment and tried to "Edit Source" after saving. I added that mentioned line below the End comment and when i try to save it, it fails and the compiler gives a huge list of fails: Starting 1 compile threads for 1 files... Compiling "NC_BJ"... Spoiler empty now Just to mention it, the game and the downloaded mods itself are working fine. I just cant make my own SL mod. Update: After some googling of some the issues i solved that problem: I reverted all changes in the folders and again copied SKSE sources, SL sources into data/sources/scripts. Then i only got racemenu-errors. So I extracted racemenu.bsa and copied the sources from that to data/sources/scripts and now no errors anymore.
DragonDweller611 Posted March 14, 2021 Posted March 14, 2021 ye that still doesnt work sadly im a little stumped to be honest lol
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