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Creation Kit Compile Errors


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Posted

I've been trying to make a new quest and for the life of me, I cannot get the scripts to compile.

 

I run the Creation Kit through Mod Organizer and followed the steps here: http://wiki.step-project.com/Guide:Mod_Organizer#Notable_Applications

 

I downloaded the latest windows SDK, I followed the instructions to change the command prompt to  32 bit and back, I pulled the scripts out of the MO override folder and into the Skyrim Data folder to compile. I edited the script compiler batch to my Skyrim directory (posting in case I may have done in in error)

 

"D:\Steam\SteamApps\common\Skyrim\Papyrus Compiler\PapyrusCompiler.exe" %1 -f="TESV_Papyrus_Flags.flg" -i="D:\Steam\SteamApps\common\Skyrim\Data\Scripts\Source" -o="D:\Steam\SteamApps\common\Skyrim\Data\Scripts"
 
I even tried making the quest outside of MO normally and I still have my compiler fails every time.
 
Am I missing something? I really want to make this quest and plan on sharing with the community when it's done.
 
I haven't tried extracting the Scripts yet, not sure if that will help, but I'd prefer to run through Mod Organizer so I don't have to sift through multiple folders.
 
Please, any assistance to resolve this will be greatly appreciated.
Posted

Don't run the CK through MO if you want to make / edit scripts. MO as a base is not suitable if you want to compile scripts with the CK, unfortunately.

 

You have to install the requirements for whatever you want to mod via another mod manager or manually (I use Wrye Bash because I already have it installed in tandem with MO for the Bashed Patch). After you installed all prerequisites for your mod, to make the CK compile scripts after the last Steam update, follow these instructions:

 

http://www.loverslab.com/topic/45100-how-to-solve-compile-problems-after-latest-ck-update-from-steam/

 

 

Hope I could help.

 

Posted

Don't run the CK through MO if you want to make / edit scripts. MO as a base is not suitable if you want to compile scripts with the CK, unfortunately.

 

It is possible to run CK through MO and still be able to compile scripts. The problem is that the Papyrus compiler is a .Net application that runs as 64-bit application on a 64-bit OS. The only thing you need to do is to force it to 32-bit.

Posted

 

It is possible to run CK through MO and still be able to compile scripts. The problem is that the Papyrus compiler is a .Net application that runs as 64-bit application on a 64-bit OS. The only thing you need to do is to force it to 32-bit.

 

 

Wow, didn't know that. Will save me a lot of trouble next time I have to fiddle around with scripts. Thank you very much!

Posted

 

Don't run the CK through MO if you want to make / edit scripts. MO as a base is not suitable if you want to compile scripts with the CK, unfortunately.

 

It is possible to run CK through MO and still be able to compile scripts. The problem is that the Papyrus compiler is a .Net application that runs as 64-bit application on a 64-bit OS. The only thing you need to do is to force it to 32-bit.

 

I think what I need to do is unpack the scripts rar and then copy it into Mod Organizer. I'll give it a shot after work.

 

Thank you, I'll let ya know how it goes.

Posted

Yeah, that was it. I needed to extract the scripts out of the rar file. Everything is working as it should now.

 

You'd be amazed how many guides, including the S.T.E.P. and Creation Kit Wiki, overlook that part for Mod Organizer.

Posted

Yeah, that was it. I needed to extract the scripts out of the rar file. Everything is working as it should now.

 

You'd be amazed how many guides, including the S.T.E.P. and Creation Kit Wiki, overlook that part for Mod Organizer.

 

This has nothing to do with mod organizer. Some recent CK update that should prepare CK for paid mods (which fortunately were a disaster) decided for whatever stupid reasons to move some important scripts into a rar files. Guides do not mention this because those guides are usually much older than this update.

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