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Creation Kit compiling error


Pink Blossom

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Posted

Hello everyone, I need some help regarding Creation Kit papyrus coding. I'm adding dialogues to pre-existing mods, which is something I really enjoy doing. However, I always end up with the same error. For example, I'm currently trying to expand dialogues from "Radiant Prostitution". (Take the mod just as an example, I had this error with a lot of mods, but I have never looked for a proper solution.)

The problem is that, after adding new lines and dialogues option, I have to add a script to the last dialogue line to make it work as the mod itself inteded. So, what I'm doing is opening the scripted dialogue line of the mod and copying the Papyrus fragment and the script in my custom dialogue line. The point is that, after doing so, I always get a pop-up error with compiling.

 

I paste here the error I'm getting with Radiant Prostitution:

 

Starting 1 compile threads for 1 files...
Compiling "TIF__030B6FEA"...
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__030B6FEA.psc(9,0): variable QuestScript is undefined
C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__030B6FEA.psc(9,12): none is not a known user-defined type
No output generated for TIF__030B6FEA, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on TIF__030B6FEA

 

Now, the thing I'm not understanding is: how can the dialogue line from the mod have the script working and then, when I copy the same script to a custom dialogue line it gives me error?
The source files from the mod are unpacked in the game directory. I also tried to unpack the Scripts.rar created from Bethesda, but nothing seems working.

Desktop Screenshot 2021.12.26 - 14.04.18.33.png

Posted

You will need the vanilla scripts available,  unpacked and accessible for the compiler.

By the error message, it looks like the papyrus compiler can't access those.

 

Your vanilla Skyrim should ship with a ?scripts.zip ?

All you need is in there.

Posted
8 minutes ago, worik said:

You will need the vanilla scripts available,  unpacked and accessible for the compiler.

By the error message, it looks like the papyrus compiler can't access those.

 

Your vanilla Skyrim should ship with a ?scripts.zip ?

All you need is in there.

As I said, I have already unpacked the Scripts.rar archive into the game folder. The only thing I have not extracted from that rar archive is the folder "DialogueViews", which I'm not even sure where to place.

Posted
6 minutes ago, Incognitoman said:

As I said, I have already unpacked the Scripts.rar archive into the game folder. The only thing I have not extracted from that rar archive is the folder "DialogueViews", which I'm not even sure where to place.

DialogueViews belongs in the data folder.  But, that will not be your issue as that folder has a bunch of xml files in it.

 

There is no QuestScript in the scripts\source folder.

 

Your program references a QuestScript.

 

It is not part of the vanilla system.

 

I am guessing that the .psc/pex files are  in Radiant Prostitution and you may need to unpack it's bsa file.  I generally unpack the bsa and put the entire more including it's esp in another folder and then 7zip up the lot and install it that way.

Posted
7 minutes ago, fishburger67 said:

DialogueViews belongs in the data folder.  But, that will not be your issue as that folder has a bunch of xml files in it.

 

There is no QuestScript in the scripts\source folder.

 

Your program references a QuestScript.

 

It is not part of the vanilla system.

 

I am guessing that the .psc/pex files are  in Radiant Prostitution and you may need to unpack it's bsa file.  I generally unpack the bsa and put the entire more including it's esp in another folder and then 7zip up the lot and install it that way.

Radiant Prostitution doesn't have a .bsa archive, it only has loose files, so the source scripts are already extracted in my folder. That's the thing I'm not understanding. :/

Posted
12 minutes ago, Incognitoman said:

Radiant Prostitution doesn't have a .bsa archive, it only has loose files, so the source scripts are already extracted in my folder. That's the thing I'm not understanding. :/

If it is packed in Data\Source, try moving it to Data\Scripts\Source (or visa/versa) depending on how you have things set up.  (Although that should not be causing the compile error)

 

I note that you are compiling in "..Data\Scripts\Source\temp\TIF__030B6FEA.psc".  That is non-standard.  It is generally Data\Source or Data\Scripts\Source, but you can put shit where ever you want.

 

Did you search for QuestScript.pex to see if it is somewhere odd?

Posted
1 hour ago, Incognitoman said:

As I said, I have already unpacked the Scripts.rar archive into the game folder.

In YourSkyrim/Data/Scripts

?

 

Because there should be a subfolder "Sources"  with the vanilla psc files.

That are the ones that you need and that's where the compiler expect them by default.

Other than that : what FB67 said. Your various paths might be mixed up a bit. ?

 

Dialogueviews contains the controlling data for the optical arrangement of the dialogue editor in the CK. It's a comfort thing for the mod author, but no further functionality for the player.

Posted
1 hour ago, fishburger67 said:

If it is packed in Data\Source, try moving it to Data\Scripts\Source (or visa/versa) depending on how you have things set up.  (Although that should not be causing the compile error)

 

I note that you are compiling in "..Data\Scripts\Source\temp\TIF__030B6FEA.psc".  That is non-standard.  It is generally Data\Source or Data\Scripts\Source, but you can put shit where ever you want.

 

Did you search for QuestScript.pex to see if it is somewhere odd?

How can I change the path of the compiler? I guess that might be the problem, I have a "temp" folder inside of Data\Script\Source that is actually empty. I would prefer to change the path Creation Kit compiles from instead of moving everything inside of the "temp" one.

Posted
6 minutes ago, Incognitoman said:

How can I change the path of the compiler? I guess that might be the problem, I have a "temp" folder inside of Data\Script\Source that is actually empty. I would prefer to change the path Creation Kit compiles from instead of moving everything inside of the "temp" one.

There is a ScriptCompile.bat in the "Papyrus Compiler" folder in your skyrim root.

 

Depends on how you compile it.  I compile all mine with Notepad++

Posted
30 minutes ago, fishburger67 said:

There is a ScriptCompile.bat in the "Papyrus Compiler" folder in your skyrim root.

 

Depends on how you compile it.  I compile all mine with Notepad++

Well, this is how the code of my ScriptCompile.bat looks:

 

"C:\Projects\TESV\Build\PC\Papyrus compiler\PapyrusCompiler.exe" %1 -f="TESV_Papyrus_Flags.flg" -i="C:\Projects\TESV\Build\Source\DLC01\Scripts" -o="C:\Projects\TESV\Build\PC\Data\Scripts"
pause

 

Now, I'm a little bit confused. I also tried to create a copy of every .psc inside Data\Script\Source\temp but it didn't work either.

Posted
1 hour ago, Visio Diaboli said:

QuestScript looks like a missing variable/property to me (at least, it would be odd if that were a global function call).

 

Is it added as a script property?

I'm not coding it myself. The last line of the dialogue is the one that triggers the NPC to follow you, so what I did was to open the last line of dialogue created by the mod authro and copying what you see in the image I attached in the new dialogue line created by me.

Posted

To compile with notepad++ its worth a read of

 

https://www.creationkit.com/index.php?title=Notepad%2B%2B_Setup

 

the .bat the CK comes with needs amending for where you have skyrim so it should be something like

 

"C:\Program Files (x86)\Steam\steamapps\common\skyrim\Papyrus Compiler\PapyrusCompiler.exe" %1 -f="TESV_Papyrus_Flags.flg" -i="C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp" -o="C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp"
pause

 

 

For where you have skyrim (looking at your first post)

 

-i= location of the .psc you want to compile

-o= location you want it to put the compiled .pex

 

I have the SE version of radient so it might be a little bit different but i'd think to compile you need the .psc of mf_simplejobfollowmeo as that shows

 

mf_SimpleJobQuestScript Property QuestScript Auto 

 

in it which looks to be what your compile error is, i also only tinker with scripts (so not an expert) but to compile one you need to have the source for every one it references and then also any they reference etc which can be a bit of a ballache

Posted
2 hours ago, Visio Diaboli said:

QuestScript looks like a missing variable/property to me (at least, it would be odd if that were a global function call).

 

Is it added as a script property?

Yes, this looks like it might be your answer.  In your dialog in your original post, there is the name of the script in the right side mf_simplejobfol.. or someting.  Click on it and see what "QuestScript" is pointing at.  Now, this does not make sense given your error message. "Compiling "TIF__030B6FEA"...

 

How are you compiling TIF__030B6FEA.  Did you add the QuestScript.followme()?

 

You should be compiling mf_simplejobfollowmeo

 

 

Posted
22 hours ago, Incognitoman said:

So, what I'm doing is opening the scripted dialogue line of the mod and copying the Papyrus fragment and the script in my custom dialogue line.

You cant copy scripts from dialogue to another, you can create a new script in alternative dialogue and copy fragments to be compiled into newly created script

 

If you use MO then you need to some pre work to be able compile some scripts that require skse, assuming you not using MO though

 

 

22 hours ago, Incognitoman said:

variable QuestScript is undefined

 

you need to go box to far right and click properties and define QuestScript. If you have no properties there you need to circle jerk(BACK!,circle back) to dialogue you copied fragment from and look at how it was initially defined in properties. 

 

22 hours ago, Incognitoman said:

none is not a known user-defined type

 dont know if I have seen that error, might be your ck doesnt see skse scripts.  Which means either you dont have skse installed or you use MO

 

 

Curious, can you go to the dialogue that you had copied the fragment from and recompile that script? We know that script should 100% compile, if you cant recompile that then it would show you have at least problems on your end outside of bad coding. 

 

If you can post some pics of where you got script/fragments from that could be helpful, including properties box

Posted
On 12/27/2021 at 12:59 PM, Heroine HoneyCrotch said:

You cant copy scripts from dialogue to another, you can create a new script in alternative dialogue and copy fragments to be compiled into newly created script

 

If you use MO then you need to some pre work to be able compile some scripts that require skse, assuming you not using MO though

 

 

 

you need to go box to far right and click properties and define QuestScript. If you have no properties there you need to circle jerk(BACK!,circle back) to dialogue you copied fragment from and look at how it was initially defined in properties. 

 

 dont know if I have seen that error, might be your ck doesnt see skse scripts.  Which means either you dont have skse installed or you use MO

 

 

Curious, can you go to the dialogue that you had copied the fragment from and recompile that script? We know that script should 100% compile, if you cant recompile that then it would show you have at least problems on your end outside of bad coding. 

 

If you can post some pics of where you got script/fragments from that could be helpful, including properties box

(Compile.txt) --> This is what I get if I try to compile the script from the dialogue I copied the fragment from. :/

This is the soruce file of mf_simplejobfollowmeo:
 

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 2
Scriptname mf_SimpleJobFollowMeO Extends TopicInfo Hidden

;BEGIN FRAGMENT Fragment_1
Function Fragment_1(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
QuestScript.FollowMe(akSpeaker, 1)
;END CODE
EndFunction
;END FRAGMENT

;END FRAGMENT CODE - Do not edit anything between this and the begin comment

mf_SimpleJobQuestScript Property QuestScript Auto  

 

Desktop Screenshot 2021.12.29 - 09.36.16.02.png

compile.txt

Posted

Are you saying you can compile an original script in Radiant mod but your script that your adding is hit with what you uploaded into forum "compile.txt" which has tons of errors? Shitballs! Those errors look like your ck isnt seeing scripts from other mods that it needs to see. 

 

This fragment you are coping from, what dialogue from what quest is this from? 

 

Curious, what mod manager are you using? 

 

 

Gotta run to work, ckeck you out later. 

Posted
1 hour ago, Heroine HoneyCrotch said:

Are you saying you can compile an original script in Radiant mod but your script that your adding is hit with what you uploaded into forum "compile.txt" which has tons of errors? Shitballs! Those errors look like your ck isnt seeing scripts from other mods that it needs to see. 

 

This fragment you are coping from, what dialogue from what quest is this from? 

 

Curious, what mod manager are you using? 

 

 

Gotta run to work, ckeck you out later. 

The dialogue is from the quest of Radiant Prostitution. It is the last dialogue that then triggers the NPC to follow you. I've always been using NMM.

Posted
On 12/29/2021 at 7:44 AM, Heroine HoneyCrotch said:

Are you saying you can compile an original script in Radiant mod but your script that your adding is hit with what you uploaded into forum "compile.txt" which has tons of errors?

Is this right, you compiled script you had copied from without issue, but when you tried to compile your script you got lots of errors? If so this is half good, it means problem is in your script. 

 

Did you create dialogue and in script box go with the "Add" script button? 

 

 

On 12/29/2021 at 9:39 AM, Incognitoman said:

The dialogue is from the quest of Radiant Prostitution.

 

there is like 8 or 9 quest from that mod each would numerous dialogue topics was wanting to get better overview of where you are working, I dont know if it is my ignorance or yours, maybe both but It sounds like you are trying to do things you shouldn't, specifically trying to use a script that was set up for a specific dialogue topic in a different dialogue topic, you should create new script, you can copy fragments into it, definitely need to define/create properties for fragments

 

In addition, wish I knew better what you were doing, kinda sounds you adding dialogue in between and start and finish of existing dialogue. If thats the case then you are doing it a much harder way,

 

 

Posted
variable NiOverride is undefined

 

You are missing the source files for Racemenu.  They are an optional download from the Racemenu files on Nexus.  I believe the author calls them "Modder Resources" or something.

 

unable to locate script SKI_ConfigBase

 

You are missing the source files for SkyUI.  A lot of the other errors such as "SetSliderWhatever" are caused my missing MCM source files, which are part of SkyUI.  You need the SkyUI SDK from GitHub, https://github.com/schlangster/skyui/wiki.  Use the 5.1 version. (there is no 5.2 SDK, the 5.1 works.)

 

Fix those, try again, let me know.  I had the same problem with those missing just this morning (hey, it was early, coffee hadn't kicked in!)

 

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