The_XXI Posted September 15, 2024 Posted September 15, 2024 I want to get a level of arousal in my mod, using the code from this post https://www.loverslab.com/topic/37652-sexlab-aroused-redux-december-05-2016/#comment-945545 As I understand it, I need to connect the slaConfigScr variable When trying to add slaConfigScr Property slaConfig Auto I'm getting an error: "unknown type slaconfigscr" What could be the problem? Maybe some other mod is required for compilation?
traison Posted September 15, 2024 Posted September 15, 2024 You're missing the source script that defines what slaConfigScr is.
The_XXI Posted September 15, 2024 Author Posted September 15, 2024 (edited) 1 hour ago, traison said: You're missing the source script that defines what slaConfigScr is. I have a mod with scripts slaConfigScr.psc and slaconfigscr.pex UPD. I figured it out. Edited September 15, 2024 by The_XXI
hoglin Posted October 11, 2024 Posted October 11, 2024 (edited) For those looking for a fix, you need to copy the script sources from SLA and DD into your MO2 overwrite directory (or game base dir) when developing. Edited October 11, 2024 by hoglin
traison Posted October 11, 2024 Posted October 11, 2024 (edited) 10 hours ago, hoglin said: you need to copy the script sources from SLA and DD into your MO2 overwrite directory (or game base dir) when developing. It doesn't matter which mod they're in. I prefer to have script sources in the mod they belong to, rather than in some other random folder (i.e. not "Overwrite", not "My scripting stuff"). Doing it the way you suggested is going to cause a mess next time you update a mod. You'll be editing and compiling the scripts that came with whichever version you originally copied them from, rather than the currently installed version. All this does is makes things prone to errors and cause more upkeep cost. Edited October 11, 2024 by traison
hoglin Posted October 11, 2024 Posted October 11, 2024 You would obviously clear out those scripts when you're done. Having the script sources unpacked in their corresponding mod folder doesn't always work on MO2. At least it doesn't for me. The CK can't find them for some reason unless the corresponding .esp is currently the active plugin.
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