BrandonPotter0 Posted October 18, 2017 Posted October 18, 2017 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.
7osisg4d Posted October 21, 2017 Posted October 21, 2017 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?
Guest Posted October 21, 2017 Posted October 21, 2017 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.
7osisg4d Posted October 21, 2017 Posted October 21, 2017 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
Ashal Posted October 21, 2017 Author Posted October 21, 2017 I've posted the Skyrim SE version on Nexus now and will upload a version here later. Nexus page for SE version is here: https://www.nexusmods.com/skyrimspecialedition/mods/13048
galgat Posted October 22, 2017 Posted October 22, 2017 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.
Rod Broward Posted October 22, 2017 Posted October 22, 2017 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
Serithi Posted October 22, 2017 Posted October 22, 2017 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.
galgat Posted October 22, 2017 Posted October 22, 2017 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...
darkconsole Posted October 23, 2017 Posted October 23, 2017 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.
Photonix Posted October 23, 2017 Posted October 23, 2017 Since Sexlabs hasn't been updated in a while should I install this before or after that? And should this mod before before/after Sexlabs?
Inte Posted October 25, 2017 Posted October 25, 2017 Install after. This mod does not have a .esp/.esm so load order is inconsequential.
bicobus Posted October 25, 2017 Posted October 25, 2017 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.
Inte Posted October 25, 2017 Posted October 25, 2017 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.
pburnt Posted November 11, 2017 Posted November 11, 2017 On 10/21/2017 at 1:32 PM, Ashal said: I've posted the Skyrim SE version on Nexus now and will upload a version here later. Nexus page for SE version is here: https://www.nexusmods.com/skyrimspecialedition/mods/13048 PapyrusUtil SE isn't working with latest SKSE.
fred200 Posted November 11, 2017 Posted November 11, 2017 (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 November 11, 2017 by fred200
jaam Posted December 8, 2017 Posted December 8, 2017 @Ashal I looked up the offset in SSE that were used in the source I found earlier in this topic https://www.loverslab.com/topic/23713-papyrusutil/?do=findComment&comment=784186 Would you have a more recent version ? I'd rather not work on rebuilding the assembly code on an obsolete version. Thanks.
Ashal Posted January 6, 2018 Author Posted January 6, 2018 A quick note to let people know who don't check the nexus version of this file. I've updated the Skyrim SE build to 2.4, which adds back all the missing package override and tfc functions. https://www.nexusmods.com/skyrimspecialedition/mods/13048/?tab=files 1
fjob276 Posted March 26, 2018 Posted March 26, 2018 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
Inte Posted March 26, 2018 Posted March 26, 2018 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.
fjob276 Posted March 26, 2018 Posted March 26, 2018 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 ?
JahReit Posted June 14, 2018 Posted June 14, 2018 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)
JahReit Posted June 16, 2018 Posted June 16, 2018 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.
bicobus Posted June 16, 2018 Posted June 16, 2018 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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