Guest Suited Prawns Posted March 30, 2015 Posted March 30, 2015 so yesterday I felt like doing some modding so I launched the Ck. I went a little crazy and wanted to added a script to an activator anyway long story short I could not any scripts because object reference does not exist. I re-installed the kit a few times and validated skyrim but this problem still existed. I installed the scripts from the Script.rar document and it still persisted I re installed the kit just now and now also this happend God i hate the ck :ß
Guest Posted March 30, 2015 Posted March 30, 2015 Hi, check this post: http://www.loverslab.com/topic/45100-how-to-solve-compile-problems-after-latest-ck-update-from-steam/ If this does not solve your problem, can you please describe "when" you are getting the error? Examples: Cannot create a new script, the editor is not opening Cannot compile a new script and I get this error The updates done to the script are not saved The file is not existing when I save it Cannot attach a property to the script The script does not run as expected Thank you,
Guest Suited Prawns Posted March 30, 2015 Posted March 30, 2015 Just realiszed how little info my post gives :\ anyway, I did read your post to try and fix it to no avail When I try to create a script for one it gives me this warning:( I am using extends ObjectReference) I can access other scripts but when i try to compile them it gives me the TESV_Papyus_Flags.flg error Scriptname newscript extends objectreference Int Test Compiler Output: Starting 1 compile threads for 1 files... Compiling "newscript"... <unknown>(0,0): Unable to find flags file: TESV_Papyrus_Flags.flg No output generated for newscript, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on newscript And lastly Opening things in the render or preview window displays terrain and most object textures as purple.l
Quisling Posted March 30, 2015 Posted March 30, 2015 The recent update to the CK nuked the scripts and the flags file. They're now in a rar file in the Data directory called Scripts.rar. Unpack it to get things back to normal.
Guest Suited Prawns Posted March 30, 2015 Posted March 30, 2015 Like i said i have done that and it did not work.
Guest Suited Prawns Posted March 31, 2015 Posted March 31, 2015 So i managed to fix the compiling issue, but i still cant figure out why the kit is rendering everything with this strange textured purple.
Guest Posted March 31, 2015 Posted March 31, 2015 Purple textures are generated when the actual texture is not found (missing file or wrong path in the NIF mesh.) Edit one of the purple object, check the nif. Open it with Nifskope, check the path for the textures (should be in a node named BSShaderTextureSet), check if the referenced texture is valid and accessible.
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