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build "Cannot proceed without a compiler path"


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Posted

I'm new to mod creation, and currently setting up all the development tools for SE. Upon trying to run a build task on a project in vscode, I'm getting this infuriating error...4oCGg4X.png

I'm sure I'm missing something really obvious, but I've tried googling the error, and nothing is relevant to my issue. If anyone is able to offer some advice for what I could be doing wrong, that would be amazing.

Posted (edited)

Last time I tried vscode it wasn't actually made to compile stuff (short version of some official statement I read somewhere that I can't reference so take that any way you want).

 

I would assume you'd have to manually configure a compiler for whatever you're trying to compile. Its most likely going to require a plugin and/or an external compiler application. Maybe msbuild can handle what you're trying to do?

 

Edit: imgur hasn't worked for me for years, so if I seem oblivious/ignorant, that's probably why.

Edited by traison
Posted

Sorry, I probably should have explained specifically what I was doing a lot better:

I'm trying to set up an automated build tool for vscode so that I don't have to manually build a mod each time. The test mod I'm trying to build at the moment consists of a single papyrus script file.
I'm currently using joelday's papyrus extension for vscode, with an up to date version of pyro for the build automation. I barely understand what I am doing, as I don't generally do build automation stuff. I'm about to give up on pyro though, as I can't figure out what compiler it wants me to provide a path to. 


Here's the plaintext of my error:
 

Executing task in folder TestMod: c:\Users\[User]\.vscode\extensions\joelday.papyrus-lang-vscode-3.2.0\pyro\pyro.exe --input-path skyrimse.ppj --game-path D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data 

2023-04-25 16:04:53,447 [INFO] Using working directory: "C:\Users\[User]\AppData\Local\ModOrganizer\Authoring Skyrim Mods\mods\TestMod"
2023-04-25 16:04:53,447 [INFO] Using input path: "C:\Users\[User]\AppData\Local\ModOrganizer\Authoring Skyrim Mods\mods\TestMod\skyrimse.ppj"
2023-04-25 16:04:53,449 [INFO] Successfully validated XML Schema.
2023-04-25 16:04:53,449 [INFO] Implicitly imported folder paths found:
2023-04-25 16:04:53,449 [INFO] + "C:\Users\[User]\AppData\Local\ModOrganizer\Authoring Skyrim Mods\mods\TestMod\Scripts\Source" 
2023-04-25 16:04:53,450 [INFO] 1 unique script paths resolved to absolute paths.
2023-04-25 16:04:53,450 [WARN] path is on mount 'C:', start on mount 'D:' (path: "C:\Users\[User]\AppData\Local\ModOrganizer\Authoring Skyrim Mods\mods\TestMod\Scripts\Source", start: "D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Scripts\Source")
2023-04-25 16:04:53,450 [INFO] Using game type: Skyrim Special Edition (determined from Papyrus Project)
2023-04-25 16:04:53,450 [ERRO] Cannot proceed without compiler path
Posted (edited)

I would take that as meaning either:

  1. Some configuration field is missing a path to the compiler. This would be plugin-specific, so somewhere in joelday.papyrus-lang-vscode-3.2.0?
  2. The path is configured but its incorrect or otherwise can't find the thing it expects to find. For this I'd use Procmon from Sysinternals (Microsoft). It will tell you what it expected to find, and where. You can probably catch it by setting the filter to only include file io events from vscode's executable.
Edited by traison
Posted
6 hours ago, traison said:

I would take that as meaning either:

  1. Some configuration field is missing a path to the compiler. This would be plugin-specific, so somewhere in joelday.papyrus-lang-vscode-3.2.0?
  2. The path is configured but its incorrect or otherwise can't find the thing it expects to find. For this I'd use Procmon from Sysinternals (Microsoft). It will tell you what it expected to find, and where. You can probably catch it by setting the filter to only include file io events from vscode's executable.

That was absolutely amazing advice, thank you so much:
Turns out I had my Papyrus Compiler folder in my .../Skyrim Special Edition/ folder instead of my .../Skyrim Special Edition/data/ folder, and it was looking for it there,

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