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Compiling script for Sexlab - failing to compile - help please!


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Posted

There's probably a few of you know the answer to this. I'm making a small mod that calls on some SLAL animations.

I get this error on compilation:

G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\SVF_KissScene.psc(16,0): no viable alternative at input 'SexLabFramework'
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\temp\SVF_KissScene.psc(16,25): no viable alternative at input 'SexLab'
No output generated for SVF_KissScene, compilation failed.

 

I use MO2, Skyrim AE, I have SKSE scripts and the vanilla scripts in the MO2 installation. I've unpacked Racemenu, and pretty much done everything I can think of.

 

Script:



actor[] sexActors = new actor[2]
sexActors[0] = akSpeaker
sexActors[1] = Game.GetPlayer()
sslBaseAnimation[] anims
anims = SexLab.GetAnimationsByTag(2,"FunnyBizness,Forced,Sex,Vaginal,Aggressive,AggressiveDefault,Vampire,MF,UC",RequireAll=True)
SexLab.StartSex(sexActors, anims)
 

SexLabFramework Property SexLab auto

 

Please could someone suggest how I can best fix this?  Thanks!

PS I'm an utter amateur with scripts.

 

Posted (edited)

The issue is the compiler can't find a script called SexLabFramework.pex. Probably the 2 most common issues are:

  1. The script is in a BSA/BS2 archive.
  2. The script is in the "new" script source folder: sources/script (or similar), rather than scripts/source (or the other way around, depending on your settings).
Edited by traison
Posted

Your scripts are in the "new" script source folder Source/Scripts while all of SexLab scripts are in the "old" script source folder "scripts/source".
Most modders are using the old way, so I'd suggest you to move your scripts there, too.

To clarify what the "new" and "old" folders are.
Back for LE all source scripts where in Scripts/Source, but when SE came out its scripts where in Source/Scripts. This was assumed to be a typo by the majority of the community and they continued to put their .psc files into scripts/source and changed their CK configuration to look at that folder.
Since SexLab is a mod that already existed back in the LE days all of its scripts remained in Scripts/Source when it was converted to SE.

Posted (edited)

Thank you for your replies. I'll go and check!

 

And Sexlabframework.pex is where it should be. In the mod, under scripts/source. 

I use the scripts/source convention throughout the game. So it should be discoverable.  Nothing is overwriting it, either.

 

Also. for clarification, I have already changed CK's INI file to look for scripts/source.

 

Strange. Perhaps I'll try copying the script into my mod...  and that didn't change anything.

Edited by Bluegunk
Posted (edited)

I have 1 source/scripts and one script/source folder both filled with all of the pex and psc files after that it worked for me.

 

 

If I remember correctly, you also need all the scripts of the Sexlab requirements and the Racemenue scripts in the right place.

 

 

 

 

! Dangerous semi knowledge.

 

Spoiler

I am not sure anymore but I think Changing the INI doesn’t work (doesn’t change the place where CK looks for scripts) when accessing CK trough MO2 because it has its own INI or something like that.

 

Edited by noj125
Posted
11 minutes ago, noj125 said:

I have 1 source/scripts and one script/source folder both filled with all of the pex and psc files after that it worked for me.

 

That's an interesting solution. I'll give it a try!

Posted (edited)

The Creation Kit ini is not one that is managed by MO2.

 

That script you put in your OP is not the entire script is it? If it is then that's your problem most likely. The issue then is technically on the line before the property. As in, you need to wrap that in a function or an event. Also you're missing the entire Scriptname thing at the start.

 

Edit: And if you're for some reason going to have both script source folders at the same time (not recommended) at least look into mklink (or more generally ntfs symbolic links). Save you hours of trouble down the line trying to manage that mess.

Edited by traison
Posted
23 minutes ago, traison said:

The Creation Kit ini is not one that is managed by MO2.

 

That script you put in your OP is not the entire script is it? If it is then that's your problem most likely. The issue then is technically on the line before the property. As in, you need to wrap that in a function or an event. Also you're missing the entire Scriptname thing at the start.

 

Edit: And if you're for some reason going to have both script source folders at the same time (not recommended) at least look into mklink (or more generally ntfs symbolic links). Save you hours of trouble down the line trying to manage that mess.

 

Lol thank you!  I culled this script from Caden Black's tutorial video so it's hardly surprising a beginner like me is making a mess of it. But that's all he had in his script. 

 

I've already tried a rotated script source folder so I can simply switch that off in MO2. No worries there.

 

Maybe I'll throw in the towel on this project. I don't really have the scripting abilities for it. 

 

Thanks anyway for your help!

 

 

Posted
12 minutes ago, Bluegunk said:

 

Lol thank you!  I culled this script from Caden Black's tutorial video so it's hardly surprising a beginner like me is making a mess of it. But that's all he had in his script. 

 

I've already tried a rotated script source folder so I can simply switch that off in MO2. No worries there.

 

Maybe I'll throw in the towel on this project. I don't really have the scripting abilities for it. 

 

Thanks anyway for your help!

 

 

 

 

 

Don’t stop trying I learned a lot by looking how others did it.

Your complete script should look something like this.

 

 

Spoiler

Function xxxTestxxx()

 

actor[] sexActors = new actor[2]
sexActors[0] = akSpeaker
sexActors[1] = Game.GetPlayer()
sslBaseAnimation[] anims
anims = SexLab.GetAnimationsByTag(2,"FunnyBizness,Forced,Sex,Vaginal,Aggressive,AggressiveDefault,Vampire,MF,UC",RequireAll=True)
SexLab.StartSex(sexActors, anims)
 

Endfunction

 

SexLabFramework Property SexLab auto 

 

Posted

Copy the fireball spell and mgef, change the MGEF type to script and attach this to it:

Scriptname SVF_KissScene Extends ActiveMagicEffect

SexLabFramework Property SexLab Auto

;; >> Events
Event OnEffectStart(Actor target, Actor caster)
    actor[] sexActors = new actor[2]
    sexActors[0] = caster
    sexActors[1] = target
    
    sslBaseAnimation[] anims
    anims = SexLab.GetAnimationsByTag(2,"FunnyBizness,Forced,Sex,Vaginal,Aggressive,AggressiveDefault,Vampire,MF,UC",RequireAll=True)
    
    SexLab.StartSex(sexActors, anims)
EndEvent
;; <<

 

Posted (edited)

Thanks! OK, I'm working on it!

 

I made a new mod and it has Skyrim, Update and Sexlab as masters.    @Traison, here's the compile result.  I use Nemesis, not FNIS.

 

Starting 1 compile threads for 1 files...
Compiling "VLA_KissScene"...
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(325,8): variable FNIS is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(325,13): none is not a known user-defined type
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(325,28): cannot compare a none to a int (cast missing or types unrelated)
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(325,28): cannot relatively compare variables to None
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(837,9): variable FNIS is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(837,14): none is not a known user-defined type
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(837,38): cannot compare a none to a int (cast missing or types unrelated)
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(837,38): cannot relatively compare variables to None
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(840,9): variable FNIS is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(840,14): none is not a known user-defined type
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(843,9): variable FNIS is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(843,14): none is not a known user-defined type
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(843,44): cannot compare a none to a int (cast missing or types unrelated)
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(843,44): cannot relatively compare variables to None
No output generated for VLA_KissScene, compilation failed.

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

 

 

Seriously, many thanks for your help. But let's not waste time on this further.  I'll go and learn more about scripting and try again after that.

 

Thank you for your time. Leave it at that.

 

Edited by Bluegunk
Posted (edited)

my best bet is that you are missing the fnis scripts (don’t forget fnis sexy move).

 

Edit:

 

Dont know if you can replace them with Nemesis scripts.

 

 

Edited by noj125
Posted (edited)
1 hour ago, Bluegunk said:

Thanks! OK, I'm working on it!

 

I made a new mod and it has Skyrim, Update and Sexlab as masters.    @Traison, here's the compile result.  I use Nemesis, not FNIS.

 

Starting 1 compile threads for 1 files...
Compiling "VLA_KissScene"...
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(325,8): variable FNIS is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(325,13): none is not a known user-defined type
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(325,28): cannot compare a none to a int (cast missing or types unrelated)
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(325,28): cannot relatively compare variables to None
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(837,9): variable FNIS is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(837,14): none is not a known user-defined type
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(837,38): cannot compare a none to a int (cast missing or types unrelated)
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(837,38): cannot relatively compare variables to None
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(840,9): variable FNIS is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(840,14): none is not a known user-defined type
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(843,9): variable FNIS is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(843,14): none is not a known user-defined type
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(843,44): cannot compare a none to a int (cast missing or types unrelated)
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(843,44): cannot relatively compare variables to None
No output generated for VLA_KissScene, compilation failed.

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

 

 

Seriously, many thanks for your help. But let's not waste time on this further.  I'll go and learn more about scripting and try again after that.

 

Thank you for your time. Leave it at that.

 

 

Again, missing FNIS.pex.

 

Edit: If Nemesis doesn't come with a FNIS.pex for compatibility, you'll have to find the Nemesis equivalent and update your script.

Edited by traison
Posted (edited)
14 minutes ago, traison said:

 

Again, missing FNIS.pex.

 

Edit: If Nemesis doesn't come with a FNIS.pex for compatibility, you'll have to find the Nemesis equivalent and update your script.

 

FNIS.Pex is in my Nemesis set up, in MO2. It's there, clear as day in the Scripts folder. 

 

It's like the CK script compilation is blind to my MO2, despite the CK being launched from MO2.  All the faults I have had the scripts are there, in the correct folders, in the mods.  

 

I'm non-plussed.

Edited by Bluegunk
Posted

If you're good with computers, go get ProcMon from Sysinternals (Microsoft), it will show you were the papyrus compiler thinks the script should be. Note however that things may look weird when MO2's vfs is mixed in there.

Posted

Update...

 

I am slowly getting somewhere but am stumped by this bit of my script compile:

 



Compiling "VLA_MagicEffectScript"...
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(140,16): variable FNISCreatureVersion is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(140,36): none is not a known user-defined type
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(191,16): variable FNISCreatureVersion is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(191,36): none is not a known user-defined type
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(238,16): variable FNISCreatureVersion is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(238,36): none is not a known user-defined type
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(264,16): variable FNISCreatureVersion is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(264,36): none is not a known user-defined type
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(290,16): variable FNISCreatureVersion is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(290,36): none is not a known user-defined type
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(319,16): variable FNISCreatureVersion is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(319,36): none is not a known user-defined type
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(346,16): variable FNISCreatureVersion is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(346,36): none is not a known user-defined type
No output generated for VLA_MagicEffectScript, compilation failed.

 

I'm using Sexlab AE, and I have actually got over the Sexlab script problems I was having. But I am left with this oddity.  I have actually dumped the FNIS Scripts into the mod, but I can't quite get what is the issue here.

 

Any ideas gratefully received!

Posted
4 minutes ago, Bluegunk said:

Update...

 

I am slowly getting somewhere but am stumped by this bit of my script compile:

 

 

  Reveal hidden contents

 

 


Compiling "VLA_MagicEffectScript"...
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(140,16): variable FNISCreatureVersion is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(140,36): none is not a known user-defined type
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(191,16): variable FNISCreatureVersion is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(191,36): none is not a known user-defined type
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(238,16): variable FNISCreatureVersion is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(238,36): none is not a known user-defined type
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(264,16): variable FNISCreatureVersion is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(264,36): none is not a known user-defined type
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(290,16): variable FNISCreatureVersion is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(290,36): none is not a known user-defined type
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(319,16): variable FNISCreatureVersion is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(319,36): none is not a known user-defined type
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(346,16): variable FNISCreatureVersion is undefined
G:\GAMES\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\fnis.psc(346,36): none is not a known user-defined type
No output generated for VLA_MagicEffectScript, compilation failed.

 

 

 

I'm using Sexlab AE, and I have actually got over the Sexlab script problems I was having. But I am left with this oddity.  I have actually dumped the FNIS Scripts into the mod, but I can't quite get what is the issue here.

 

Any ideas gratefully received!

 

OMG - it compiled!!!   I needed the FNIS creature script.

 

Breakthrough! I have a compiled script!

Posted

The thing with scripting for Skyrim is that, if you've installed say 400 mods like any sane person would. Starting to script from that point is going to be a total nightmare. Half the mods have their scripts in the wrong place, some don't have them at all. But once you've gone through them all, found the script sources in one way or another, it all starts to work and a new world opens up.

Posted
22 hours ago, traison said:

The thing with scripting for Skyrim is that, if you've installed say 400 mods like any sane person would. Starting to script from that point is going to be a total nightmare. Half the mods have their scripts in the wrong place, some don't have them at all. But once you've gone through them all, found the script sources in one way or another, it all starts to work and a new world opens up.

Agree. I have gone though and corrected a number already!

 

But what worked for me and my MO2 set up was to dump (temporarily) into my construction mod all the scripts from the masters the mod depended on. After that, no problems at all.

Having read up more about this I get the impression MO2 has always had some issues with tracing supporting scripts. It works for some, not for others. I have installed Papyrus Compiler App SE which is meant for MO2 and see if that will help.

 

Meanwhile, many thanks for your support and assistance!

 

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