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Posted

It works pretty good so far. I was testing it with Worlds Dawn from Nexus. It works for the most part, but the only thing that doesnt appear to be working is the mods ability to Scan NPCs/Containers and add Worlds Dawn's new items to them.

Posted

File Name: PapyrusUtil

File Submitter: Ashal

File Submitted: 07 Dec 2013

File Category: Modders Resources

Requires: SKSE 1.7.3

 

 

 

 

 

Hi Ashal,

 

I've noticed that though SL contains a version of papyrusutil, it appears older than this one.  

 

I take it since this has bugfixes I should override SL's with this one?

Posted

 

 

 

Hi Ashal,

 

I've noticed that though SL contains a version of papyrusutil, it appears older than this one.  

 

I take it since this has bugfixes I should override SL's with this one?

 

 

Yes, you can overwrite SL one with this one.

Posted

 

 

 

 

Hi Ashal,

 

I've noticed that though SL contains a version of papyrusutil, it appears older than this one.  

 

I take it since this has bugfixes I should override SL's with this one?

 

 

Yes, you can overwrite SL one with this one.

 

 

Thank you

Posted

   I am somewhat amazed that there is actually a skse64 version being release, I had some thoughts that Bethesda, >> having had some trouble with Sony, and X-box development teams, excepting mod's or allowing them to be placed on there system's, might be reluctant to allow the SSE script enhancer.  Or attempt to stall its release for as long as possible. (( which may have happened ) They did kick out the first Skyrim version rather quickly, originally,  and have been somewhat slower to release and SSE version )

 

   Console's being most often in the living room, and SKSE being strongly used for many Adult mod need's, although it has very solid usage in other mods as well.  It does allow and invasion of the living-room family oriented game machine.

 

   Something I would think, might raise some Eyebrow's at Sony, and X-box .

 

   But I am glad to see it shaping up.

Posted

   I am somewhat amazed that there is actually a skse64 version being release, I had some thoughts that Bethesda, >> having had some trouble with Sony, and X-box development teams, excepting mod's or allowing them to be placed on there system's, might be reluctant to allow the SSE script enhancer.  Or attempt to stall its release for as long as possible. (( which may have happened ) They did kick out the first Skyrim version rather quickly, originally,  and have been somewhat slower to release and SSE version )

 

   Console's being most often in the living room, and SKSE being strongly used for many Adult mod need's, although it has very solid usage in other mods as well.  It does allow and invasion of the living-room family oriented game machine.

 

   Something I would think, might raise some Eyebrow's at Sony, and X-box .

 

   But I am glad to see it shaping up.

 

thanks for pointing all of that out

Posted

I am somewhat amazed that there is actually a skse64 version being release, I had some thoughts that Bethesda, >> having had some trouble with Sony, and X-box development teams, excepting mod's or allowing them to be placed on there system's, might be reluctant to allow the SSE script enhancer.  Or attempt to stall its release for as long as possible. (( which may have happened ) They did kick out the first Skyrim version rather quickly, originally,  and have been somewhat slower to release and SSE version )

 

   Console's being most often in the living room, and SKSE being strongly used for many Adult mod need's, although it has very solid usage in other mods as well.  It does allow and invasion of the living-room family oriented game machine.

 

   Something I would think, might raise some Eyebrow's at Sony, and X-box .

 

   But I am glad to see it shaping up.

SKSE is used in a ton of stuff, it has nothing to do with adult mods other than being something they can use. We already had adult mods even before SKSE. Sony's the ones up their asses about major mods because they adamantly rely on their own proprietary files for everything and don't want unapproved new assets being put in, whereas the Xbox isn't so stringent (the thing's basically running a version of Windows). SKSE does nothing by itself other than some actual useful engine fixes (improving memory usage, overlay usage, etc.) when set up right, thus it's not Bethesda's concern.

Posted

 

I am somewhat amazed that there is actually a skse64 version being release, I had some thoughts that Bethesda, >> having had some trouble with Sony, and X-box development teams, excepting mod's or allowing them to be placed on there system's, might be reluctant to allow the SSE script enhancer.  Or attempt to stall its release for as long as possible. (( which may have happened ) They did kick out the first Skyrim version rather quickly, originally,  and have been somewhat slower to release and SSE version )

 

   Console's being most often in the living room, and SKSE being strongly used for many Adult mod need's, although it has very solid usage in other mods as well.  It does allow and invasion of the living-room family oriented game machine.

 

   Something I would think, might raise some Eyebrow's at Sony, and X-box .

 

   But I am glad to see it shaping up.

SKSE is used in a ton of stuff, it has nothing to do with adult mods other than being something they can use. We already had adult mods even before SKSE. Sony's the ones up their asses about major mods because they adamantly rely on their own proprietary files for everything and don't want unapproved new assets being put in, whereas the Xbox isn't so stringent (the thing's basically running a version of Windows). SKSE does nothing by itself other than some actual useful engine fixes (improving memory usage, overlay usage, etc.) when set up right, thus it's not Bethesda's concern.

 

 

Console's being most often in the living room, and SKSE being strongly used for many Adult mod need's, although it has very solid usage in other mods as well.  It does allow and invasion of the living-room family oriented game machine.

 

 

I think I pointed that out...

 

Posted

 

 

 

Console's being most often in the living room, and SKSE being strongly used for many Adult mod need's, although it has very solid usage in other mods as well.  It does allow and invasion of the living-room family oriented game machine.

 

 

I think I pointed that out...

 

i personally take credit for getting chekso to use skse rather than spam errors to the script log.

Posted
Inte, on 25 Oct 2017 - 03:35 AM, said:

Install after.

This mod does not have a .esp/.esm so load order is inconsequential.

 

Unless you need to override something, in which case you need to override old stuff with newer stuff.

Posted

 

Inte, on 25 Oct 2017 - 03:35 AM, said:

Install after.

This mod does not have a .esp/.esm so load order is inconsequential.

 

Unless you need to override something, in which case you need to override old stuff with newer stuff.

 

 

Hence the 'Install after' statement.  :huh: 

  • 3 weeks later...
Posted (edited)
13 hours ago, pburnt said:

PapyrusUtil SE isn't working with latest SKSE. :(

 

Just to get a little more specific:

 

PapyrusUtil 3.3 is incompatible with SKSE 64 2.0.5.

Small black window to large black window to exit.

No error logs anywhere.

Back off PapyrusUtil 3.3 until a fix is available.

Edited by fred200
  • 4 weeks later...
  • 4 weeks later...
  • 2 months later...
Posted

Hello,

I'm having some troubles using the most simple functions...

 

Just doing

Storageutil.setintvalue(none, "myscript.test", 100)

 

Then on another script from the same mod after calling the function where the setint is written:

Storageutil.getintvalue(none, "myscript.test", 0)

Always returns 0.

 

What could I possibly do wrong? Do I have to define myscript.test as a property or anything like that?

 

Thanks in advance for your help

Posted
23 minutes ago, fjob276 said:

Hello,

I'm having some troubles using the most simple functions...

 

Just doing

Storageutil.setintvalue(none, "myscript.test", 100)

 

Then on another script from the same mod after calling the function where the setint is written:

Storageutil.getintvalue(none, "myscript.test", 0)

Always returns 0.

 

What could I possibly do wrong? Do I have to define myscript.test as a property or anything like that?

 

Thanks in advance for your help

myscript.test should be just a name in a string format, not a pointer to a variable. 

Posted
29 minutes ago, Inte said:

myscript.test should be just a name in a string format, not a pointer to a variable. 

Yes, it's just a key used to retrieve the value. Is there something to do before using it ?

 

  • 2 months later...
Posted

I don't think this is a papyrus problem, but don't know where else to post.  CTD after beth logo on new game and old saves (every profile). Load order and mods are exactly as before with no problems.  MO, wyre bash, tesvedit, loot all show nothing wrong, even tried save cleaner just incase. Reinstalled papyrusutil, MO, skse, redid bash patch, everything I could think of. Also reinstalled direct x 

 

This is the entire log:

[06/14/2018 - 06:27:13PM] Papyrus log opened (PC)
[06/14/2018 - 06:27:13PM] Function GetEffectMagnitudes in the empty state on type Ingredient does not exist. Function will not be flagged as callable from tasklets.
[06/14/2018 - 06:27:13PM] Update budget: 1.200000ms (Extra tasklet budget: 1.200000ms, Load screen budget: 2000.000000ms)
[06/14/2018 - 06:27:13PM] Memory page: 128 (min) 512 (max) 76800 (max total)
 

Posted

That's why I didn't post a log for help, but everything I had tried.  Was hoping someone might have a constructive suggestion.  Installed fnv and had the same problem, so it's not just skyrim but something that affects both mods.

Posted

CTD after beth logo usually means that a master is missing (or isn't being loaded). Check your MO's esp list to be doubly sure.

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