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[Creation Kit] Source script SexLabFramework Property SexLab auto not working [SOLVED]


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Posted (edited)

 

I'm working on a quest script to set up SL scenes and following this video.

 

 

When I get to the part about editing the script and entering SexLabFramework Property SexLab auto I receive the following error messages.

 

Spoiler

image.png.301a366638e766062c5dcbe728179967.png

image.png.40b2f9c683a1d2cb244b86b2e445a8b1.png

 

Can anyone tell what my problem is looking at those messages? I am assuming it has something to do with folders being out of order or certain files being in the wrong places?

 

SL works fine in game and I seem to be able to do anything else in the CK. This is my first attempt at working with SL in the CK. This is the SE version.

 

Edited by Donuts4me
Solved
Posted

"unknown type sexlabframework" would indicate your compiler doesn't have access to the sexlab source scripts. Make sure you're running the creation kit through whatever mod organizer you're using, or alternatively, I believe there's a command line file you can edit somewhere to add individual source folders to the include for script compiling. 

 

I'm not too familiar with compiling through creation kit or doing script fragments though. I usually just edit the script files separately in a proper script editor and compile them from there. I can't see your folder structure, but if you're suspecting it and saying they are out of order or whatever, you are likely only the right track.

Posted

In addition to what Ashal said, there's also the issue with there being multiple script sources folders. Mods are split about 50-50 on whether they use the old standard or the new standard. Meaning, you'll typically find script sources in either of these:

  • Data\source\scripts
  • Data\scripts\source

Which one you're using, is defined in CreationKit.ini. If its not specifically mentioned there, then it's the new standard: Data\source\scripts. You need to normalize all script sources to the directory you choose, so that the Papyrus compiler can find them all.

 

Also keep in mind that the Papyrus compiler will not find script sources in BSA archives. Some mods have their sources hidden in these. You need to extract these files yourself.

 

And finally, if the sources are not available, you have 2 options:

  • Decompile the pex file.
  • Create a script that only contains the function declarations. This is all the Papyrus compiler needs when its looking up dependencies.
Posted (edited)
On 2/22/2025 at 12:24 AM, Ashal said:

"unknown type sexlabframework" would indicate your compiler doesn't have access to the sexlab source scripts. Make sure you're running the creation kit through whatever mod organizer you're using, or alternatively, I believe there's a command line file you can edit somewhere to add individual source folders to the include for script compiling. 

 

I use Vortex. How do you run CK through that? I don't see any options to just add CK from the list of unmanaged games like I could with Skyrim itself.

 

I tried dragging the CreationKit,exe file into the main downloads section and it automatically put that file with all the other mods in my Skyrim section. That did not actually add an option to open CK in Vortex like i thought it would. Just for the heck of it I went into the CK again from my desktop to see if anything changed. It didn't.

 

I'm assuming I need to be able to see the CK in the upper left corner of Vortex and hit the play button just like the game itself?  See images.

 

Spoiler

(images removed for privacy)

 

On 2/22/2025 at 12:24 AM, Ashal said:

I can't see your folder structure, but if you're suspecting it and saying they are out of order or whatever, you are likely only the right track.

 

On 2/22/2025 at 1:47 AM, traison said:

In addition to what Ashal said, there's also the issue with there being multiple script sources folders. Mods are split about 50-50 on whether they use the old standard or the new standard. Meaning, you'll typically find script sources in either of these:

  • Data\source\scripts
  • Data\scripts\source

 

Below are images of my folders so you can see my setup/structure. Let me know if you see the problem.

 

Main Skyrim File:

Spoiler

image.png.c3737ce0ca0d9b5e16ca91bb6f0ca444.png

 

Data:

Spoiler

image.png.456deb4e72d11336263f618ff11897e8.png

image.png.2cc4d9325cc375689c5810892069ec1c.png

image.png.6297f1b186b29046184a1e4eeb75e50a.png

 

Data/Source:

Spoiler

image.png.323e352c6bf3fa6c522b6042b5f72654.png

 

Data/Source/Scripts:

Spoiler

image.png.6b98b676c4efe15c265ed87b53d75f00.png

 

 

Back to Data and choose Scripts instead of Source, then Source in that folder:

Spoiler

image.png.2e29f601e85f45b0aee1d5ecd5e7a8aa.png

image.png.75108f0bf291e25007b76b1886ce80db.png

 

 

 

On 2/22/2025 at 1:47 AM, traison said:

Which one you're using, is defined in CreationKit.ini. If its not specifically mentioned there, then it's the new standard: Data\source\scripts. You need to normalize all script sources to the directory you choose, so that the Papyrus compiler can find them all.

 

Here is an image of mine. It looks like the new standard since I don't see anything under the Papyrus section.

 

Spoiler

image.png.3369734a390174007da5b79caca3b827.png

 

Let me know if you see a problem with my setup. I can keep uploading more screenshots if you need more information.

 

On 2/22/2025 at 1:47 AM, traison said:

Also keep in mind that the Papyrus compiler will not find script sources in BSA archives. Some mods have their sources hidden in these. You need to extract these files yourself.

 

And finally, if the sources are not available, you have 2 options:

  • Decompile the pex file.
  • Create a script that only contains the function declarations. This is all the Papyrus compiler needs when its looking up dependencies.

 

I did a 'bsa' search in my Skyrim folder and did not see any files linked to Sexlab itself. Just lots of mods that have to do with SL like SS++. Where are these hidden files located and where would I extract them to? There are LOTS of folders/files with Sexlab in the name. Some are in the usual Data and Scripts folders. There is also the SKSE folder.

 

Thank you both for your help!

Edited by Donuts4me
Posted
6 minutes ago, Donuts4me said:

Below are images of my folders so you can see my setup/structure. Let me know if you see the problem.

 

Problem: You haven't normalized your script sources, they're in 2 different folders.

 

7 minutes ago, Donuts4me said:

Where are these hidden files located and where would I extract them to?

 

BSA Browser, and you extract them to whichever script source folder you choose to use.

Posted
6 minutes ago, traison said:

Problem: You haven't normalized your script sources, they're in 2 different folders.

 

So, combine them? Which script source should I keep where it is and which one should I move?

Posted
38 minutes ago, Donuts4me said:

Which script source should I keep where it is and which one should I move?

 

Entirely up to you. Like I said, mods are split 50-50.

Posted
15 minutes ago, traison said:

 

Entirely up to you. Like I said, mods are split 50-50.

 

Thanks! Let's review what I am about to do just to be sure I don't do something stupid that wrecks everything.

 

I am in Skyrim Special Edition>Data and am going to cut the folder 'source' and paste it into Skyrim>Data>Scripts where there is another 'Source' folder.

 

Spoiler

image.png.f75a2b781a29cb0cc99576fa1d763a11.png

image.png.74f12ee3eb4b6311e2152ac41e4bb3c6.png

 

Should I paste the 'source' folder in Data>Scripts? Or, go one step further and put it in Data>Scripts>Source? I'm assuming just put it in Scripts and then combine the source/Source folders when it asks?

 

Spoiler

image.png.a08e24fdc6dececf5ed269c025918d09.png

image.png.174e6f084aa454f95ba7d111010f001e.png

 

Please correct me if I am misunderstanding your instructions. I want to make sure I do this right.

Posted
36 minutes ago, Donuts4me said:

I am in Skyrim Special Edition>Data and am going to cut the folder 'source' and paste it into Skyrim>Data>Scripts where there is another 'Source' folder.

 

Wrong. You're using Vortex, which places NTFS hardlinks in the Data directory. You should never touch the files in the Data directory. No copying, no moving, no editing, unless you understand what a hardlink is. You move these files/directories within the actual mod directories, then redeploy mods from Vortex.

Posted (edited)
1 hour ago, traison said:

 

Wrong. You're using Vortex, which places NTFS hardlinks in the Data directory. You should never touch the files in the Data directory. No copying, no moving, no editing, unless you understand what a hardlink is. You move these files/directories within the actual mod directories, then redeploy mods from Vortex.

 

I'm glad I asked first. I do not understand what a hardlink is. This is the first time I have ever done something like this.

 

So, if I cannot touch/move any files in the Data directory/folder, how do I go about 'normalizing' my script sources? Which files/directories should I be looking at and where are they located? Then where/what are the actual mod directories that I need to move them to?

 

If any more images of my files would help, just let me know.

 

When you say to "redeploy mods from Vortex", I am assuming you mean hit the 'Deploy Mods' button in the upper left corner when looking at the mods list in Vortex?

Edited by Donuts4me
Posted
2 minutes ago, Donuts4me said:

So, if I cannot touch/move any files in the Data directory/folder, how do I go about 'normalizing' my script sources?

 

Already answered this in my previous post.

 

3 minutes ago, Donuts4me said:

Which files/directories should I be looking at and where are they located?

 

Only Vortex knows the answer to that. Query it for which mod is providing the files you want to move.

Posted (edited)
1 hour ago, traison said:

Already answered this in my previous post.

 

Sorry. Just having a tough time understanding certain things.

 

You say if the CreationKit.ini does not mention anything about script sources it is the new standard Data/source/scripts. That is what I see.

 

You say I need to 'normalize' all script sources to the directory I choose, so that the Papyrus compiler can find them all. At first, I figured you meant move them to the same Data/source/scripts folder. However, you then corrected me and said moving anything in the Data folder is bad. Don't move things! Then in your previous post you say "move these files/directories within the actual mod directories, then redeploy mods from Vortex."

 

I'm confused on what exactly I am supposed to be moving and where?

 

Could you possibly give me a detailed step-by-step breakdown starting at the beginning on what files I am accessing and what I am doing with them?

 

I apologize if I am making this frustrating.

Edited by Donuts4me
Posted (edited)
9 hours ago, Donuts4me said:

I apologize if I am making this frustrating.

 

Going to risk sounding like an ass**** again, but here goes: I wouldn't call it frustrating, but I feel like you perhaps do not know what you've gotten yourself into. Modding is the old definition of hacking, before it was twisted by the mainstream. A hacker (or modder) is someone who has an insatiable need to know how things work, and hacking is the art of making those things do things they were never meant to do. Thus, hacking (or modding) in computer science is usually associated with "nerds", or those who "know everything about computers". You really shouldn't be modding (or hacking) if file management is an issue.

 

Now, before you call me an ass****: Anyone can become a modder (or hacker), because a hacker (or modder) is someone who has an insatiable need to know how things work. But this usually implies you do the learning yourself, as I very much doubt you can sign up for "hacking classes" anywhere outside of 3 letter government agencies that "do not exist". There's a reason for why some of us have been doing this for over a decade. Sure, most of it is the endless pursuit of perfection, but some of it can be attributed to learning: learning how to manage mods, learning how to create mods, learning how to create textures and meshes, learning how to create sounds and music, learning how to code c++ to create skse modules, learning assembly to get into bytecode patching and other fun stuff.

 

9 hours ago, Donuts4me said:

Could you possibly give me a detailed step-by-step....

 

No, as I'd have to explain to you the basics of NTFS, Windows file management and Vortex. This information is already available elsewhere, your job as a hacker is to piece together the information you need, to be able to bend Todd Howard's creation (Skyrim) into doing things it was never meant to do. The explanation for hardlinks is in the NTFS links wikipedia article I linked earlier. Follow its links further if the concepts discussed there are not already familiar.

 

9 hours ago, Donuts4me said:

...breakdown starting at the beginning on what files I am accessing and what I am doing with them?

 

So, Vortex in general:

https://github.com/Nexus-Mods/Vortex/wiki

 

Vortex on "External Changes":

https://github.com/Nexus-Mods/Vortex/wiki/MODDINGWIKI-Users-General-Managing-External-Changes

 

Vortex has a directory *somewhere* where it keeps installed mods (i.e. the files extracted from mod archives when you "install" them). This is where you rearrange files, before deploying them again. You'll have to query Vortex for this, as I do not use this mod manager myself.

 

The hacker in me tells me the mod staging folder is what you're looking for.

 

Edit: and you may want to "undeploy" mods from Vortex before moving files around. The NTFS hardlinks probably won't care, but if Vortex keeps some kind of internal linking database, it's going to have a lot to complain about after you've moved thousands of script files.

Edited by traison
Posted
8 hours ago, traison said:

 

Going to risk sounding like an ass**** again, but here goes: I wouldn't call it frustrating, but I feel like you perhaps do not know what you've gotten yourself into. Modding is the old definition of hacking, before it was twisted by the mainstream. A hacker (or modder) is someone who has an insatiable need to know how things work, and hacking is the art of making those things do things they were never meant to do. Thus, hacking (or modding) in computer science is usually associated with "nerds", or those who "know everything about computers". You really shouldn't be modding (or hacking) if file management is an issue.

 

Now, before you call me an ass****: Anyone can become a modder (or hacker), because a hacker (or modder) is someone who has an insatiable need to know how things work. But this usually implies you do the learning yourself, as I very much doubt you can sign up for "hacking classes" anywhere outside of 3 letter government agencies that "do not exist". There's a reason for why some of us have been doing this for over a decade. Sure, most of it is the endless pursuit of perfection, but some of it can be attributed to learning: learning how to manage mods, learning how to create mods, learning how to create textures and meshes, learning how to create sounds and music, learning how to code c++ to create skse modules, learning assembly to get into bytecode patching and other fun stuff.

 

 

No, as I'd have to explain to you the basics of NTFS, Windows file management and Vortex. This information is already available elsewhere, your job as a hacker is to piece together the information you need, to be able to bend Todd Howard's creation (Skyrim) into doing things it was never meant to do. The explanation for hardlinks is in the NTFS links wikipedia article I linked earlier. Follow its links further if the concepts discussed there are not already familiar.

 

 

So, Vortex in general:

https://github.com/Nexus-Mods/Vortex/wiki

 

Vortex on "External Changes":

https://github.com/Nexus-Mods/Vortex/wiki/MODDINGWIKI-Users-General-Managing-External-Changes

 

Vortex has a directory *somewhere* where it keeps installed mods (i.e. the files extracted from mod archives when you "install" them). This is where you rearrange files, before deploying them again. You'll have to query Vortex for this, as I do not use this mod manager myself.

 

The hacker in me tells me the mod staging folder is what you're looking for.

 

Edit: and you may want to "undeploy" mods from Vortex before moving files around. The NTFS hardlinks probably won't care, but if Vortex keeps some kind of internal linking database, it's going to have a lot to complain about after you've moved thousands of script files.

 

I do not think you are an ass****. I really appreciate that you are trying to help me at all!

 

You are right, I was not sure what I was getting myself into. Everything I was doing in the CK was really simple up until now. I am working on an adult quest mod that I would say is 90% done. I have made locations that my whole adventure will take place in, placed a bunch of actors/NPCs, given them AI Packages, written tons of dialogue scripts, made a prologue quest that does not involve SL, and now I am working on the main quest that will involve more complex papyrus scripts. 

 

I only downloaded the CK a few months ago and this is my first modding experience with any game. So, I have learned a lot recently and definitely have a lot more to learn. I will follow your suggestions and keep doing my own research as well to see what I can learn.

 

If it turns out scripting is just not my cup of tea, then perhaps a smarter thing to do would be find a partner who specializes in this field. I have seen other mods where there is more than one author and one handled the story/dialogue scripting and the other handled the papyrus scripting. This must be why they did that.

 

I definitely do not want to give up on this after putting in so much work. If I cannot figure this out myself, I have a few modders in mind that I could message about sharing my files with. I of course would never ask you or Ashal since you already have jobs here.

 

Again, I would never call you an ass****. I'm just a dumbass that bit off more than I could chew! But I am also not a quitter! I am going to do whatever is necessary to complete my mod and get it uploaded here.

 

Thanks again for all you have tried to do! And I'm sorry if you feel I have wasted your time.

Posted (edited)
2 hours ago, Donuts4me said:

But I am also not a quitter!

 

You're on the right path.

 

2 hours ago, Donuts4me said:

And I'm sorry if you feel I have wasted your time.

 

Not at all. I have no problem explaining things, that's pretty much why I'm here. Its just sometimes the slice seems too big and all I can think is "does this guy want me to put to paper what I've done and learned the past 10 years?" So then I risk coming across sounding like an ass when I say "you got a lot to learn buddy". To put it another way, I don't like explaining scripting when the basics of the mod manager is missing. It derails the thread, and suddenly one question turns into 10.

 

Here's a crash course in hardlinks to understand what Vortex is doing:

  1. Download the hardlink_sample.7z file attached to this post.
  2. Install it with Vortex like you would any other mod. Ignore the empty textures and meshes folders, I just included those in case Vortex expects to see game data like MO2 does.
  3. Deploy mods from Vortex.
  4. Browse to your Skyrim install directory, open the Data directory.
  5. Locate the findme.txt file that came with this mod.
  6. Open it in notepad, or another text editor.
  7. Note what it currently contains, then edit the contents. Make it say "I changed this" for instance.
  8. Now go back to Vortex and open the directory where my hardlink_sample mod was unpacked; or use the links in my previous post to locate the mod staging folder and the hardlink_sample directory withn it.
  9. Open the findme.txt file located here in a text editor.
  10. Note what the file contents are.

You will notice that when a file is hardlinked from 2 or more locations, every hardlink will edit the same data. Editing the file in one location, will also appear to edit it in the others. This is obviously different from how a copy of a file would behave. If this is not what you're seeing then its possible you have Vortex installed on another partition than where the mod staging folder is. This will force it to copy files, and thus deploying mods is going to be considerably slower than it would otherwise be.

 

I'm not 100% certain about how hardlinks behave in all situations, but my current assumption would be as follows:

  1. Copying a hardlink (i.e. a file) with a link count of 1 will also copy the data. Editing one will not edit the other.
  2. Copying a hardlink (i.e. a file) with a link count higher than 1 will most likely copy the data and create a new hardlink with a link count of 1 for the new data.
  3. Deleting a hardlink (i.e. a file) with a link count of 1 will mark the data for deletion.
  4. Deleting a hardlink (i.e. a file) with a link count higher than 1 will decrease the link count by 1.
  5. Moving a hardlink within the same partition will not change anything.
  6. Moving a hardlink to another partition will create a new hardlink and copy the data. Once the file is moved, the original hardlink and data is deleted.

So now you can probably see the mine field you'd be in if you started to in any way edit files within the Skyrim Data directory. As I stated previously, unless you know what hardlinks are, I'd recommend you stay out of it entirely and let Vortex handle it. Make your edits in the mod staging folder where its clear which file is being affected.

 

In addition to the potential issues with hardlinks, you'd also be confusing Vortex when you move files in the Skyrim Data directory. This was mentioned in the "External Changes" link in my previous post. If Vortex doesn't pick up on the things you've changed, it will either fully or partially undo what you've done the next time you deploy mods again, potentially creating a horrible mess.

 

Edit: Also, consider this brain-teaser:

You move a file that was provided by mod A from the Skyrim Data directory, into a directory that was provided by mod B. The file you're moving happens to overwrite a file that was provided by mod C. What should happen?

  1. Does mod A get a new directory to match the structure where you moved the file, and does the load order of mod A change such that it now overwrites mod C? What happens to the other files in mod A, and their conflicts?
  2. Does the file from mod A get placed in mod B, because the directory it is in now came from mod B?
  3. Does the file from mod A get placed in mod C, because it overwrote the original file which came from mod C?

Now what does the aftermath look like? Lets say option 3 makes sense, well now you have a file missing from mod A, if you uninstall mod C; and mod C is no longer clean because it contains a file from mod A. Unless there's some clever stuff going on in Vortex that I'm not thinking of right now, then the only approach from Vortex's point of view is to ignore what you've done in Skyrim Data and just redeploy mods as if it never happened. Meaning after you've sorted out your script files, the next time you install a mod and deploy mods, script compiling *magically* breaks again.

 

hardlink_sample.7z

Edited by traison
  • 2 months later...
Posted
On 2/23/2025 at 1:47 PM, traison said:

You're on the right path.

 

I had to take a break from modding for a couple months due to some distractions, but now I am back at it and have made some progress.

 

I found a guide that helped me successfully normalize my script sources to Data/Scripts/Source and now script commands that were not working before are working fine now (like Debug messages). The Sexlab script is not working 100% yet. I'm getting a bigger list of errors than before, but from what I understand that is actually a good thing because CK is actually detecting SL now. There are just some files that appear to be missing.

 

Looking at other forums, I saw many were able to fix this problem simply by copying scripts and sources from the SexlabFramework download folder to the Skyrim Scripts and Sources folders. The .pex files from Sexlab are in the Data/Scripts folder and the .psc files are in the Data/Scripts/Source folder just like the rest. Doing this helped significantly reduce the size of my error list. But there are still some remaining that I am trying to figure out. Below is my current list.

 

Spoiler

Starting 1 compile threads for 1 files...
Compiling "aaaSLAction"...
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(192,5): variable NiOverride is undefined
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(192,16): none is not a known user-defined type
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(193,3): variable NiOverride is undefined
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(193,14): none is not a known user-defined type
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(370,5): variable NiOverride is undefined
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(370,16): none is not a known user-defined type
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(371,5): variable NiOverride is undefined
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(371,16): none is not a known user-defined type
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(689,29): variable NiOverride is undefined
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(689,40): none is not a known user-defined type
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(690,26): variable NiOverride is undefined
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(690,37): none is not a known user-defined type
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(692,5): variable NiOverride is undefined
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(692,16): none is not a known user-defined type
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(1096,29): variable NiOverride is undefined
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(1096,40): none is not a known user-defined type
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(1097,26): variable NiOverride is undefined
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(1097,37): none is not a known user-defined type
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(1099,5): variable NiOverride is undefined
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(1099,16): none is not a known user-defined type
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(1725,28): variable NiOverride is undefined
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(1725,39): none is not a known user-defined type
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(1727,6): variable NiOverride is undefined
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(1727,17): none is not a known user-defined type
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(1728,18): variable NiOverride is undefined
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(1728,29): none is not a known user-defined type
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(1733,4): variable NiOverride is undefined
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(1733,15): none is not a known user-defined type
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(1734,4): variable NiOverride is undefined
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(1734,15): none is not a known user-defined type
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(1736,4): variable NiOverride is undefined
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslActorAlias.psc(1736,15): none is not a known user-defined type
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(834,49): variable NiOverride is undefined
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(834,60): none is not a known user-defined type
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(834,79): cannot compare a none to a int (cast missing or types unrelated)
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\sslSystemConfig.psc(834,79): cannot relatively compare variables to None
No output generated for aaaSLAction, compilation failed.

 

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on aaaSLAction

 

As you can see, most relate to sslActorAlias.psc and just a few at the bottom relate to sslSystemConfig.psc. All the other files that came from the SexlabFramework download folder don't have this problem. I checked my Source folder and these files are in there just like the rest. Not entirely sure why these ones are not working like the others?

 

I tried using BSA Browser to locate missing files. But I do not see any .bsa files relating to Sexlab or sslActorAlias.

 

On this forum here,  I saw someone had a similar issue, but it was with sslBaseExpressions and sslBaseVoices, not sslActors like me. They solved it by adding a missing source code. I tried using the MfgConsoleFunc.psc uploaded there to see if it would help. I understand they were using Data/Source/Scripts, not Data/Scripts/Source like myself. So, I copied their file to my Source folder. Had no effect. Probably because that file was for the Expressions and Voices, not Actors.

 

 

 

 

I am assuming I need to do something similar. Add/adjust a file somewhere in my Data/Scripts/Source folders to add a missing source code for sslActorAlias as well as the sslSystemConfig. Am I in the right ballpark here? Any idea how to do this?

Posted (edited)
1 hour ago, Donuts4me said:

I checked my Source folder and these files are in there just like the rest. Not entirely sure why these ones are not working like the others?

 

You're missing NiOverride.psc, i.e. RaceMenu. Did you check for that one?

 

1 hour ago, Donuts4me said:

Looking at other forums, I saw many were able to fix this problem simply by copying scripts and sources from the SexlabFramework download folder to the Skyrim Scripts and Sources folders.

 

This sounds wrong. If you copied scripts from the mod staging folders or the downloaded archives you bypassed Vortex and added files it will have no knowledge of. It's possible it can detect these, as Vortex apparently has some detection for "external changes". But I'd say you'd be better off putting these files in the SexLabFramework mod staging folder and redeploying mods from Vortex. At least then you don't have to worry about whether or not it can figure it out, and whether or not they will disappear next time you deploy mods.

Edited by traison
Posted
47 minutes ago, traison said:

 

You're missing NiOverride.psc, i.e. RaceMenu. Did you check for that one?

 

 

AHA! That was it! I was wondering what NiOverride was because it was not turning up in any of my file searches. But I just used BSA Extractor on the RaceMenu.bsa in my Data folder, put it all in my Source folder and now my script successfully went through!

 

I just tested it in game and it works! Thank you! You are a true lifesaver!

  • Donuts4me changed the title to [Creation Kit] Source script SexLabFramework Property SexLab auto not working [SOLVED]

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