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[SOLVED] Enable Scripting in Papyrus


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Posted (edited)

As per the title, I'm trying to activate a script in Papyrus . It was compiled in psc/pex with PCA , without any errors . 

 

In the test, it appears not to be linked to Papyrus

Spoiler

enb2025_12_30_15_51_29.jpg.25a0d935ceab069caeddc41a051afff3.jpg

 

Below is the compilation of the ESP

 

Spoiler

Immagine3.jpg.6f413644950938a261cf197800ff9974.jpg

 

Where am I going wrong? 

Edited by Dorabella
Change title
Posted
2 hours ago, Dorabella said:

As per the title, I'm trying to activate a script in Papyrus . It was compiled in psc/pex with PCA , without any errors . 

 

In the test, it appears not to be linked to Papyrus

  Reveal hidden contents

enb2025_12_30_15_51_29.jpg.25a0d935ceab069caeddc41a051afff3.jpg

 

Below is the compilation of the ESP

 

  Reveal hidden contents

Immagine3.jpg.6f413644950938a261cf197800ff9974.jpg

 

Where am I going wrong? 

Have you added the script to the quest? 

Posted

Not seeing the problem directly, a couple of sanity checks:

This was a fully new save?

How does it look like in the Creation Kit, is it working there?

Is the .pex file loaded in the right location (Scripts folder) and activated in your mod organiser?

Have you generated a SEQ file for this quest?

Posted (edited)
7 hours ago, a_random_user said:

Have you generated a SEQ file for this quest?

No, IA has never named a SEQ file . I inspected BaboDIA/Sexlab  as a guideline and, there is no SEQ file there either but the quest registers on Papyrus

This leads me to think of some ESP compilation error

 

7 hours ago, a_random_user said:

This was a fully new save?

Yes 

 

7 hours ago, a_random_user said:

Is the .pex file loaded in the right location (Scripts folder) and activated in your mod organiser?

Yes

Spoiler

Immagine.jpg.5ac380e97f44c1edcafde58cb3b5a249.jpg

 

7 hours ago, a_random_user said:

How does it look like in the Creation Kit, is it working there?

No, I don't even know how to use it. But the console says the script is active and running. Only Papyrus doesn't register it.

 

7 hours ago, a_random_user said:

Not seeing the problem directly, a couple of sanity checks:

 

Cannot open store for class "CBPCTouchEventSample_AliasQuest", missing file? 
[12/30/2025 - 06:38:27PM] Error: Script CBPCTouchEventSample_AliasQuest cannot be bound to CBPCTouchEventSample_AliasQuest (6300AF63) because the script does not exist or is not currently loaded

 

 

7 hours ago, Gristle said:

Have you added the script to the quest? 

This is exactly what I can't do, I even tried following BaboDia's /Sexlab guideline, but I always get the same error . 

 

Spoiler

Immagine.jpg.d7a62e3ba752db080a4f20fd624cd21c.jpg

 

Immagine1.jpg.1f8c4ff8153d3dd2f1116c18b072046b.jpg

 

If it's needed, I've included the pex and psc scripts and ESP 

 

CBPCTouchEventSample_PlayerAliasScript.pex  

 

CBPCTouchEventSample_PlayerAliasScript.psc

 

CBPCTouchEventSample.esp

Edited by Dorabella
add ESP
Posted
2 hours ago, NubAU said:

Can you try putting the script in "Aliases -> Alias Scripts" further down rather than the top section it is in now.

already tried but without success . Something seems to be missing

Posted
9 hours ago, Dorabella said:

No, IA has never named a SEQ file . I inspected BaboDIA/Sexlab  as a guideline and, there is no SEQ file there either but the quest registers on Papyrus

This leads me to think of some ESP compilation error

SEQ files are needed to start "Start game enabled" quests, like the quest you use seems to be. If you want to generate one in xEdit:

Rightclick on the esp name on the left panel, go to Other-> Generate SEQ file

It can't hurt to try, I've solved weird problems with that before.

 

 

I might also be seeing this wrong, but in the xEdit screenshot you posted, the script name is declared as CBPCTouchEventSample_AliasQuest, but the scripts you posted have the name CBPCTouchEventSample_PlayerAliasScript?

 

I don't have my gaming PC with me today, so I can't check the scripts directly yet, I might be able to tomorrow.

Posted (edited)
12 hours ago, Dorabella said:

Only Papyrus doesn't register it.

 

Correction: The sqv console command says there's no scripts attached, which means *something*. I'd ignore that, as there is a script attached as per xEdit.

 

9 hours ago, NubAU said:

Can you try putting the script in "Aliases -> Alias Scripts"...

 

Not relevant here.

 

2 hours ago, a_random_user said:

SEQ files are needed to start "Start game enabled" quests...

 

SEQ files are only needed for certain player dialogue options to show up without doing a load/save after starting a new game. It is not related in any way to quests running at startup, or quest scripts.

 

12 hours ago, Dorabella said:

Cannot open store for class "CBPCTouchEventSample_AliasQuest", missing file?

 

And there's your problem. The game can't find the pex file. Pex files should be placed in Data\Scripts\. Query your mod manager for where it is. If the file doesn't exist anywhere, then PCA lied to you: there was errors, and it failed to compile.

 

Use the CK to compile for now. If you absolutely can't use that for whatever reason, then I can look up the commands for calling the compiler directly, but more work will be involved then.

Edited by traison
Posted
1 hour ago, traison said:

The game can't find the pex file. Pex files should be placed in Data\Scripts\.

 

Spoiler

Immagine8.jpg.b8e9f1f72a2036099b7efabc898dba35.jpg

 

1 hour ago, traison said:

If the file doesn't exist anywhere, then PCA lied to you: there was errors, and it failed to compile.

I considered it reliable because whenever I had compilation errors, PCA reported the error

 

The attached files are original from the CBPC mod   CBPC - Physics with Collisions for SSE and VR   Even though the mod says it's for VR, I haven't seen anything specific that would suggest it won't work. 

 

Yes , CBPC is installed with latest version (1.6.4)

Yes , Aroused by Touch is installed

 

4 hours ago, a_random_user said:

I might also be seeing this wrong, but in the xEdit screenshot you posted, the script name is declared as CBPCTouchEventSample_AliasQuest, but the scripts you posted have the name CBPCTouchEventSample_PlayerAliasScript?

 

Yes. On this point too, PCA would report the error if it were named differently . Maybe, there is a trigger missing in the script.

 

Spoiler

Immagine8.jpg.4b6a8c5e19995c4dc561a6d55cc0b02f.jpg

 

 

Posted (edited)

Those script names you circled with red are not the ones the quest is looking for. The quest is looking for CBPCTouchEventSample_AliasQuest.pex, and it is missing from your Scripts folder.

Edited by traison
Posted
15 hours ago, traison said:

Those script names you circled with red are not the ones the quest is looking for. The quest is looking for CBPCTouchEventSample_AliasQuest.pex, and it is missing from your Scripts folder.

 

I renamed by pasting the script name, does extends also need to be inserted? 

 

Spoiler

Immagine.jpg.b2c39a2ed38f2118f21613e2cf4b0cb4.jpg

 

Immagine1.jpg.bd0fd2c8f13ae95e4153e86ac38ad953.jpg

 

Posted (edited)

A script inheriting from the ReferenceAlias type can't be bound to an object of type Quest. You'll see this in your Papyrus log. Your script needs to extend Quest or a subclass of Quest.

 

Edit: If I had to guess, based on the old script name, I'd say that script is intended to be attached to a quest alias and not the quest itself.

Edited by traison
Posted
21 minutes ago, traison said:

I'd say that script is intended to be attached to a quest alias and not the quest itself.

 

Originally, it works on a specific character (player character); in fact, it is my character that will trigger the event on another NPC. My attempt is to remove this restriction and also allow the reverse event. I should also receive a notification of a collision, but since I don't have the debug notification, the collision is not activated.

 

 

Posted

Going to add this, in case it answers your future question:

 

CBPC collision events only fire for collider nodes, not affected nodes. To put that another way, you can't detect a dong colliding with the player's pelvis node, because the pelvis node is categorized as an affected node. If I had to guess (again) I'd say these events are intended for use solely in VR with the VR hand controllers (i.e. "wands") colliding with things.

 

I have it on my todo list to expand this functionality but I haven't gotten around to it. I want to add a variable to SL that is adjusted by the output of a sort of denoiser algorithm so that the frequency of pelvic collisions defines the speed of moan sounds (among other things).

Posted

Fix it . After spending a few hours analyzing the mod in question, I realized that it was the script that had references in Aroused By Touch. At this point, in order to avoid modifying everything, I uninstalled Aroused By Touch and its dependencies, I recompiled the ESP, a new script without any mods to depend on except CBPC and, I achieved what I had set out to do. In the end, the simplest solution was the most obvious one to do. Thanks for the support you have given.

 

Spoiler

enb2026_1_1_17_43_24.jpg.9ffe0e5c275853df45fdbb937fd98218.jpg

 

enb2026_1_2_05_18_11.jpg.83464ee6867f0342c92d06ccd3602159.jpg

 

 

  • Dorabella changed the title to [SOLVED] Enable Scripting in Papyrus

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