adle Posted January 3, 2024 Posted January 3, 2024 Hi,  im currently working on wartimes and try to add more dialogue variety by copying the mods dialgoues (Picture 1)and editing them. While doing, CK creates new script names (picture 2), instead of copying from the mods dialogue. When i try to add to original script, i get an error message, as seen in picture number 3.  but it seems that now able to change the script to the "vanilla" one, breaks the whole mod. How can i fix this?  I unzipped the script folder to scripts/source, even added the source psc files from the mod to it. (im using MO2) Sometimes i cant even edit the propertys of some scripts. I think there is something wrong with my CK, which i cant find. My MO2 folder is on another location installed.  also im playing on 1.5.97  thanks in forehand
traison Posted January 3, 2024 Posted January 3, 2024 That "errors while loading" error I usually get when I start the CK while I'm still working on a script - i.e. the compiled script failed to compile and that was the state that the CK read. After this happens it simply won't even reconsider the script. I suspect its because I do not compile scripts in the CK, but rather using my own tools - there's probably a refresh trigger in the CK's compiler UI. Anyhow, unless you edited the script (either the original or the copy) that's unlikely to be the case here. Â So, that's not helpful, I know. My roundabout point is that sometimes the CK is... annoying, and its going to be easier to do the rest of the work in xEdit. With that said, what I'd do in this case is ignore the errors, ignore the temporary script it created, just get the topic info's created in the CK then quit and move over to xEdit. In xEdit you can drag-n-drop the correct scripts and fragments over from the working topic info. Save the plugin (create a backup) and then open it again in the CK to inspect the damage.
adle Posted January 3, 2024 Author Posted January 3, 2024 1 hour ago, traison said: That "errors while loading" error I usually get when I start the CK while I'm still working on a script - i.e. the compiled script failed to compile and that was the state that the CK read. After this happens it simply won't even reconsider the script. I suspect its because I do not compile scripts in the CK, but rather using my own tools - there's probably a refresh trigger in the CK's compiler UI. Anyhow, unless you edited the script (either the original or the copy) that's unlikely to be the case here.  So, that's not helpful, I know. My roundabout point is that sometimes the CK is... annoying, and its going to be easier to do the rest of the work in xEdit. With that said, what I'd do in this case is ignore the errors, ignore the temporary script it created, just get the topic info's created in the CK then quit and move over to xEdit. In xEdit you can drag-n-drop the correct scripts and fragments over from the working topic info. Save the plugin (create a backup) and then open it again in the CK to inspect the damage. Hi Traison,  thanks for your reply. Where exactly do i do that in sse edit? And how? never did this before. a small instruction would be nice. Â
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