demack Posted March 26, 2015 Posted March 26, 2015 I started CK about an hour ago and steam said updating. All my scripts won't compile now. says TESV_Papyrus_Flags.flg is missing. Nothing changed since last night. I tried a backup I had with the file but no luck it just bombs out with tons of errors. Anyone else having issues? How do I fix it?
myuhinny Posted March 26, 2015 Posted March 26, 2015 Unistall Ck from steam and then reinstall it back and that will probably fix your error. It's what I had to do the last time they updated to fix what they broke.
Content Consumer Posted March 26, 2015 Posted March 26, 2015 I had the same problem.Just validate your CK and it should be fixed. EDIT: Ninja'd. That'll do it too.
demack Posted March 26, 2015 Author Posted March 26, 2015 Nope. Didn't fix it. Uninstalled CK rebooted. reinstalled CK and rebooted. Checked integrity of files says OK. It was working fine last night so this screwed it up major time.
Content Consumer Posted March 26, 2015 Posted March 26, 2015 Try this... in your skyrimeditor.ini file, the line in the [Papyrus] section, the variable sScriptSourceFolder should say this: sScriptSourceFolder = "Data\Scripts\Source\" If it says something else, maybe that's the problem.
demack Posted March 27, 2015 Author Posted March 27, 2015 Here is the current situation. I cut and pasted the entire tree to a backup drive thus wiping the game completely out of existence which forced steam to reacquire all files both skyrim and CK. The file TESV_Papyrus_Flags.flg does not exist and there is no scripts or scripts/source directory. Ok, so I made a directory scripts/source and copied the TESV_Papyrus_Flags.flg that was stashed in a old backup into the directory. I copied a simple file that does nothing. It can't even find native functions! C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\ApplyBuff.psc(0,0): unable to locate script ActiveMagicEffect Checked the ini file points to them. sScriptSourceFolder = "Data\Scripts\Source" sScriptCompiledFolder = "Data\Scripts\" sCompilerFolder = "Papyrus Compiler\" bPerforceEnabled = 0 iMinMemoryPageSize = 128 iMaxMemoryPageSize = 512 iMaxAllocatedMemoryBytes = 76800 ;75kb This is really strange because last night I compiled all 16 scripts all worked and I can play the mod but today I can play but nothing will compile. Update: Copied the entire tree back and all is working except for CK. Going to the CK forums for this one.
demack Posted March 27, 2015 Author Posted March 27, 2015 They need to tell peeps this shit before they do it! FIXED! http://www.bethblog.com/2015/03/26/skyrim-workshop-file-limit-is-now-limitless/#more-28853
Arizona_Steve Posted March 27, 2015 Posted March 27, 2015 I think most of us compile our scripts outside of the Creation Kit anyway.
demack Posted March 27, 2015 Author Posted March 27, 2015 I think most of us compile our scripts outside of the Creation Kit anyway. That's good. I am not familiar with CK as much as I should be. I only used it once before on the camera mod. I worked with Bigworlds engine for 4 years until March where I lost my tools installation key. Lost all my data access when I overwrote my OS and formatted my HD before realizing I had not saved my key!. Not a smart move. LOL Decided to port my stuff into Skyrim since I ripped all of Skyrim to put it into BW anyway. (long story made short) So how does one use external compiler directory with this?
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