Jump to content

CK Compile Error


Dyiing

Recommended Posts

Posted

I'm trying to register player swings using a magic effect, but Creation Kit is throwing an error when I attempt to make the script. Here's the code, please ignore the redundant parts:
 

Scriptname DYI_WeaponSpeedModifier extends activemagiceffect  

Actor property PlayerRef auto
Spell property drainSpell auto

Event OnInit()
    RegisterForActorAction(0)
EndEvent

 

And the error:

 

...\Scripts\Source\temp\DYI_WeaponSpeedModifier.psc(7,1): RegisterForActorAction is not a function or does not exist

 

I've already tried to unpack the scripts.rar again but that didn't change anything. Maybe I need to import something first? Or maybe it's not supported on this type? I tried the same on a Quest and it gave the same results. Refs: https://www.creationkit.com/index.php?title=OnActorAction_-_Form https://www.creationkit.com/index.php?title=RegisterForActorAction_-_Form

TIA

Posted

Ahh... probably another CK user via MO...

 If You loading CK by MO... there u go... there is ur problem...

 

 You can drop Source files everywhere in every folder on Your computer, maybe CK will find that File...

I'm already tired of helping ppl with MO CK... i dont know where it comes from but i already was helping few ppl with scripts

 and every time CK was throwing stupid errors like this it MO CK user...

 

 

If You not using CK via MO then...

 

 First Question:

You using LE or SE?... Bethesda is really amazing, its already an ART... ART of Stupidity

 For LE Scripts are in -> ../Data/Scripts/Source

 For SE Scripts are in -> ../Data/Source/Scripts

 

So make sure You unpacking ZIP in right place...

 

 

  Second Question:

What You use to compile Papyrus Scripts?...

 I dont even know how u ppl compile Papyrus with N++ but i dont even want to know...

 use Papyrus Compiler Directly or use Papyrus Manager in CK... dont use N++ for compiling... 

 

I already saw guy who was compiling on N++... i mean... he was trying to... but Compiler was refusing to work...

 once he moved to Papyrus manager -:: MAGIC ::- everything works...

 

 

And ofc. dont use CK with MO...

 When You want to make mods YOU DONT WANT TO LOAD 1025810295809 YOUR MODS FROM MO...

 When You make mods You want to work with only Files You need... no need to load 10295810958 different mods and files to Your CK...

Posted
44 minutes ago, Heroine HoneyCrotch said:

 

Hater is gonna hate.  MO4Life!

 

Love you site owner, srry you had hard time with MO maybe give another chance sometime? 

 

I'm using MO and i have nothing agains MO...

 Its good for Mod Users... but not for Mod Authors...

 

 

ppl who want to make Mods should use Pure Skyrim instalation ( with only DLLs and Frameworks they need )

 Before SE i was using multiple Skyrim instalations ( i was just renaming Skyrim Folder in Steam Common Folder )

 

Today i have SE for "Playing" and LE for "Modding" so i don't have to rename folders when i want to run CK xD

 

 

image.png.6afed03a132bf9bb71811b52a85004cc.png

Click to make Bigger...

 Thats my MO... yes i dont have many mods...

Posted
11 hours ago, -̒̈́̕?̖̪̼?̒̈́̕??̒̈́̕?- said:

Ahh... probably another CK user via MO...

 

And ofc. dont use CK with MO...

 

I don't know what MO is, sorry. I'm using the Skyrim Creation Kit Tool via Steam.

 

11 hours ago, -̒̈́̕?̖̪̼?̒̈́̕??̒̈́̕?- said:

First Question:

You using LE or SE?... Bethesda is really amazing, its already an ART... ART of Stupidity

 For LE Scripts are in -> ../Data/Scripts/Source

 For SE Scripts are in -> ../Data/Source/Scripts

 

So make sure You unpacking ZIP in right place...

 

Yes, I've placed them there. I'm well aware of how the scripts work. I am on LE.

 

 

11 hours ago, -̒̈́̕?̖̪̼?̒̈́̕??̒̈́̕?- said:

  Second Question:

What You use to compile Papyrus Scripts?...

 I dont even know how u ppl compile Papyrus with N++ but i dont even want to know...

 use Papyrus Compiler Directly or use Papyrus Manager in CK... dont use N++ for compiling...

 

I am using Creation Kit directly, as when you modify a script and then "save" it forces it to compile before saving and exiting.

 

I have zero mods installed except for OneTweak, because my resolution bugs out sometimes.

Posted

Do you have skse installed? And where? 

 

Unless not applicable I would take scripts folder from skse and copy paste it into data, if you already have scripts folder in data back it up to be safe. The only other thing I can suggest is coping the scripts.rar in your data to desktop and open it and copy it to data. 

 

 

Here some info I seen on an unsecure tes alliance page

http://tesalliance.org/forums/index.php?/topic/7066-completely-stuck-on-an-event-script/

 

Posted
12 hours ago, -̒̈́̕?̖̪̼?̒̈́̕??̒̈́̕?- said:

but not for Mod Authors...

You know a sure fire way to know if a mod author is an MO user, if the dlc masters are unsorted, Can you get unsorted dlc masters any other way?

 

I check every mod I install. You can have sorted masters from a mod that was created through ck launching from MO if you sort them prior to upload but when I see unsorted dlc masters in a mod, fair amount, they are most likely MO users. Plenty of MO users doing plenty of things with ck launched from MO. 

 

 

We all have unique paths. You seem happy with your current set up of LE and SE, this is very good. 

 

 

 

Posted
5 hours ago, Dyiing said:

 

I'm using the Skyrim Creation Kit Tool via Steam.

 

 

That tells a lot...

 so You are also using SKSE from Steam right?...

 

go here: https://skse.silverlock.org/

and download SKSE for LE ( ZIP ) or just click here to download -> https://skse.silverlock.org/beta/skse_1_07_03.7z

 

Then go to Your Skyrim Data folder and install SKSE

 When You install SKSE via Steam ( like u did with CK ) Steam is only downloading SKSE Files but is not overwriting Files

 

You need to manualy install SKSE and OVERWRITE all files that SKSE want :x...

 

//Edit:

You can keep running SKSE from Steam its not a problem

 I'm doing that too, but You have to overwrite PSC Files from SKSE :x...

 

Btw i have 9.3 hours in SKSE :) ( to compare, i have only 15 hours in Skyrim SE )

 Thats because im restarting game a lot xD

s1.png.eca57ea7f930c466f07d4959f54302e4.png

Posted
50 minutes ago, Dyiing said:

 

Thanks, this seems to have worked. Does this mean that my mod requires SKSE to run, or only to be compiled?

 

Your mod requires SKSE.

Posted
21 hours ago, -̒̈́̕?̖̪̼?̒̈́̕??̒̈́̕?- said:

 

Your mod requires SKSE.

 

Alright. I will be adding some other SKSE related aspects anyways. Thank you :)

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...