Headerman Posted April 10, 2015 Share Posted April 10, 2015 Hi guys, I have tried to open a mod in CK (after unpacking the BSA and then deleting it) and edit some scripts within it, but i keep gettign an error 'Errors encountered while attempting to reload the script'. I thought that since i unpacked the mod into the textures, meshes etc folders it should open normally? Additionally what changes i have made to the scrips via notepad are not working. Link to comment
Annabelyoung Posted April 10, 2015 Share Posted April 10, 2015 If the modder did not include the un-compiled scripts then you can never look at them. Period. As for the un-compiled DLC or vanilla game scripts, steam should update the game with those available for you to load. The DLC will be placed in the scripts\source folder in the DLC folder name. I think you have to copy them to the source folder to see them. I mean i'm not a modder Sadly, but, I have come across this problem before and was not able to be fixed... I hope this answer helps, or I hope someone else gives a better more detailed answer.. Link to comment
Headerman Posted April 10, 2015 Author Share Posted April 10, 2015 This is the edited script i changed in notepad from the Data\scripts\source folder. Function GrowthComplete() int currentStage = (Spriggan_Stage.Value as int) if ( PlayerRef.HasSpell( Spriggan_Growing ) ) PlayerRef.RemoveSpell ( Spriggan_Growing ) else Debug.Trace( "Spriggans: GrowthComplete was called outside a growth phase." ) return endIf Spriggan_MolestChance.Value -= 25 currentStage = currentStage + 1 if ( currentStage == 1 ) ;; Make hunters and Vigilants hostile on sight: HunterFaction.SetPlayerEnemy( true ) VigilantOfStendarrFaction.SetPlayerEnemy( true ) ;; Equip the armor: PlayerRef.EquipItem( Spriggan_Cuirass, 1, true ) ;; Show message box: Spriggan_ImplantationMsg.Show() endIf if ( currentStage == 2 ) PlayerRef.EquipItem( Spriggan_Boots, 1, true ) endIf if ( currentStage == 3 ) PlayerRef.EquipItem( Spriggan_Gauntlets, 1, true ) PlayerRef.AddSpell( Spriggan_Claws, false ) endIf if ( currentStage == 4 ) ;; Make spriggans and their allies friendly: Spriggan_HostFaction.SetAlly( SprigganFaction, true, true ) Spriggan_HostFaction.SetAlly( SprigganPredatorFaction, true, true ) PlayerRef.AddSpell( Spriggan_Aura, false ) PlayerRef.AddSpell( Spriggan_CallOfTheWild, false ) PlayerRef.EquipItem( Spriggan_Mask, 1, true ) Spriggan_MolestChance.Value += 10 Spriggan_MaskMsg.Show() if ( ! PlayerRef.HasSpell( Spriggan_WildGrowth ) ) PlayerRef.AddSpell( Spriggan_WildGrowth, false ) endIf if ( ! PlayerRef.HasSpell( Spriggan_Scrawl ) ) PlayerRef.AddSpell( Spriggan_Scrawl, false ) endIf endIf if (currentStage > 4 ) currentStage = 4 endIf Spriggan_Stage.Value = currentStage ;; Refresh the stage-sensitive abilities, so that the bonuses update: PlayerRef.RemoveSpell( Spriggan_Abilities1 ) PlayerRef.RemoveSpell( Spriggan_Abilities2 ) PlayerRef.RemoveSpell( Spriggan_Weaknesses ) Wait( 0.5 ) PlayerRef.AddSpell( Spriggan_Abilities1, false ) PlayerRef.AddSpell( Spriggan_Abilities2, false ) PlayerRef.AddSpell( Spriggan_Weaknesses, false )endFunction And this is the original script that came with the BSA: Function GrowthComplete()int currentStage = (Spriggan_Stage.Value as int)if ( PlayerRef.HasSpell( Spriggan_Growing ) )PlayerRef.RemoveSpell ( Spriggan_Growing )elseDebug.Trace( "Spriggans: GrowthComplete was called outside a growth phase." )returnendIfSpriggan_MolestChance.Value -= 25currentStage = currentStage + 1if ( currentStage == 1 );; Make hunters and Vigilants hostile on sight:HunterFaction.SetPlayerEnemy( true )VigilantOfStendarrFaction.SetPlayerEnemy( true );; Equip the armor:PlayerRef.EquipItem( Spriggan_Cuirass, 1, true );; Show message box:if ( ! ImplantMsgShown )Spriggan_ImplantationMsg.Show()ImplantMsgShown = trueendifendIfif ( currentStage == 2 )PlayerRef.EquipItem( Spriggan_Boots, 1, true )endIfif ( currentStage == 3 )PlayerRef.EquipItem( Spriggan_Gauntlets, 1, true )PlayerRef.AddSpell( Spriggan_Claws, false )endIfif ( currentStage == 4 );; Make spriggans and their allies friendly:Spriggan_HostFaction.SetAlly( SprigganFaction, true, true )Spriggan_HostFaction.SetAlly( SprigganPredatorFaction, true, true )PlayerRef.AddSpell( Spriggan_Aura, false )PlayerRef.AddSpell( Spriggan_CallOfTheWild, false )PlayerRef.EquipItem( Spriggan_Mask, 1, true )Spriggan_MolestChance.Value += 10if ( ! MaskMsgShown )Spriggan_MaskMsg.Show()MaskMsgShown = trueendifif ( ! PlayerRef.HasSpell( Spriggan_WildGrowth ) )PlayerRef.AddSpell( Spriggan_WildGrowth, false )endIfif ( ! PlayerRef.HasSpell( Spriggan_Scrawl ) )PlayerRef.AddSpell( Spriggan_Scrawl, false )endIfendIfif (currentStage > 4 )currentStage = 4endIfSpriggan_Stage.Value = currentStage;; Refresh the stage-sensitive abilities, so that the bonuses update:PlayerRef.RemoveSpell( Spriggan_Abilities1 )PlayerRef.RemoveSpell( Spriggan_Abilities2 )PlayerRef.RemoveSpell( Spriggan_Weaknesses )Wait( 0.5 )PlayerRef.AddSpell( Spriggan_Abilities1, false )PlayerRef.AddSpell( Spriggan_Abilities2, false )PlayerRef.AddSpell( Spriggan_Weaknesses, false )endFunction Some pretty minor changes but within the game it's not a change at all? Basically what i am after is the call(?) of Spriggan_ImplantationMsg.Show() and Spriggan_MaskMsg.Show() to show every time it happens, not just the first time Link to comment
Annabelyoung Posted April 12, 2015 Share Posted April 12, 2015 Nope, it shouldn't change the game drastically i bet you won't even notice the change... It is probably a problem with the way the mod author packaged it. if you can't open it in the Creation kit then it's the mod however, if you can't open any then it's your CK. Link to comment
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