reflum001 Posted October 6, 2025 Posted October 6, 2025 Thank you. I appreciate your time and effort to help me. Your .psc files go to overwrite, right? But that is because you use MO2? Maybe it is time for me to just return to writing. 🤣🥂
Heinzelman Posted October 6, 2025 Posted October 6, 2025 50 minutes ago, reflum001 said: Thank you. I appreciate your time and effort to help me. Your .psc files go to overwrite, right? But that is because you use MO2? Maybe it is time for me to just return to writing. 🤣🥂 I feel you. I had a lot of attempts with the CK since years ago (mostly skyrim) and it felt like running against a wall. This can be very frustrating. But I say its worth it to keep trying. Yes, I use MO2 to start the CK with a separate profile for every mod I am working on. In my case its dumping my scripts in the overwrite folder (not an issue if you set a prefix for your scripts in the CK preferences and dont have any other scripts in that folder. Its probably possible to change that, but i got used to it and leave it like that After each session I just copy and paste them into a separate backup folder together with the current esp.
reflum001 Posted October 7, 2025 Posted October 7, 2025 Ok, cause I just don't know when to quit. 🤦🏻♀️ I am def missing the quest.pex file (I can't create one from quest.psc.). It is also not in my base.zip, Fallout 4 - scripts.ba2 does not exist for me to extract from either. 🤷🏻♀️ Does anyone have that for Fallout 1.10.163.0 that they can upload here or something please? If so, I'll try that next. I DID say "yes" to extract all files when I installed CK and I did also extract the files from the CK fix from Nexus, so not sure why I don't have that file.
Heinzelman Posted October 7, 2025 Posted October 7, 2025 1 hour ago, reflum001 said: Ok, cause I just don't know when to quit. 🤦🏻♀️ I am def missing the quest.pex file (I can't create one from quest.psc.). It is also not in my base.zip, Fallout 4 - scripts.ba2 does not exist for me to extract from either. 🤷🏻♀️ Does anyone have that for Fallout 1.10.163.0 that they can upload here or something please? If so, I'll try that next. I DID say "yes" to extract all files when I installed CK and I did also extract the files from the CK fix from Nexus, so not sure why I don't have that file. The quest.pex should be inside the Fallout4 - Misc.ba2. Its not a loose file (I am on NG but I dont think its different on OG). After reading some other posts with that problem, I would try this Copy the source folder and place that copy in the data folder Run the CK as Admin
JB. Posted October 7, 2025 Posted October 7, 2025 ??? The fragment looks good. What's more, that means it has been compiled. But every time you click “compile,” you get an error? When I click compile, nothing happens, which is good. The script has been compiled and the psc file has been generated/updated.
reflum001 Posted October 7, 2025 Posted October 7, 2025 Hey JB. When I am IN MO2, it flashes, but doesn't show me anything. When I go look, I do see the .psc file, but it does not generate .pex file, sooo I went directly to CK and ran as admin from its directory to see what was going on. It does not generate pex there either and the output when I click compile in that directory is: Papyrus Compiler Version 2.8.0.4 for Fallout 4 Copyright (C) ZeniMax Media. All rights reserved. Starting 1 compile threads for 1 files... Compiling "Fragments:Quests:QF_KLT_Test_Outside_MO2_070090A0"... No output generated for Fragments:Quests:QF_KLT_Test_Outside_MO2_070090A0, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on Fragments:Quests:QF_KLT_Test_Outside_MO2_070090A0 No real error message, just that it failed. Papyrus log file as no errors, warnings, or anything. The fragment is super simple and from a seddon video. In fact, I've redone that video so many times, I think I can do that in my sleep. Here is the only code at all: SetObjectiveDisplayed(5) I followed his video exactly. I ok and save constantly. @Heinzelman: Looking back at your screenshot, I see that you didn't have Quest.pex either, so I am guessing that was just a red herring. Kinda disappointing, I don't even know what to do. I just got this machine, maybe Win11 is cursed? 🤷🏻♀️ I've spent so many...so many hours with copilot going down every rabbit hole he could find...and there were a LOT. lol. Anyway, maybe I'll mess with this every once in a while because I really wanted to build something, but I think I'm done. I've been down in all sorts of folders, building bat files, messing with cmd in admin mode. I guess I learned a lot of different things I'll never use fwiw.
Heinzelman Posted October 8, 2025 Posted October 8, 2025 (edited) 8 hours ago, reflum001 said: Hey JB. When I am IN MO2, it flashes, but doesn't show me anything. When I go look, I do see the .psc file,... So you click compile and it just flashes and no error shows up, right? (Thats the expected behaviour, like JB wrote) What happens when you close the quest window and save the esp? Edited October 8, 2025 by Heinzelman
reflum001 Posted October 8, 2025 Posted October 8, 2025 (edited) So, if in MO2 and I close window, it flashes again like it is compiling again. Then I save, and nothing really happens, I mean it just saves. And if I compile with a different esp outside of MO2 is when you see the messages I put above, failed to compile, but no explanation. But when you guys hit compile, you get a pex file, right? I need an install guide like the rtfm that is out there. 🤣 Edited October 8, 2025 by reflum001
Heinzelman Posted October 8, 2025 Posted October 8, 2025 (edited) This was interesting to test. So I created a new quest (using MO2). Then i put one stage into it and a short fragment on this stage. As soon as I hit compile* it creates only the pex. The psc is generated when i close the quest window. (I had expected it to be the other way around, but I never looked for it.) Compile* Spoiler I only use CKs internal compiler. I may have misread that in your earlier post, but it sounds like you tried to compile externally? In this case, I used just this button: Check your folders too, it looks like this in my MO2 overwrite directory (WG_ is the prefix I set in the preferences, so it will look different in your case). Spoiler My psc files for quest fragments are dumped here: and the pex files here: Or lets just test something simple. Create a new quest, give it an ID like ReflumsTestQuest and add just one stage(lets use 11). Rightclick in the log entry, choose "new" and put this in the fragment: Debug.Messagebox("Hello") Hit compile, close the quest window and save. Look if any error shows up in the process. If no error appears, go ingame with the esp loaded, open the console and write: SetStage ReflumsTestQuest 11 If the message appears, then everything is alright. Edited October 8, 2025 by Heinzelman
dpfordpp Posted November 2, 2025 Posted November 2, 2025 (edited) Edit: Disregard below, I figured it out. Turns out you need to have the source files for AAF to compile references to AAF. Weird way for Papyrus to work. Hi, this might be a stupid question but I'm trying my hand at modding for the first time I got as far as trying to reference AAF and I'm already getting errors. What I have now is basically just this AAF:AAF_API AAF_API AAF:AAF_MainQuestScript AAF_MainQuestScript event Actor.OnPlayerLoadGame(Actor akSender) initAAF() endEvent Function initAAF() AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API If !AAF_API Debug.Notification("Can't find AAF API.") utility.wait(0.1) Endif EndFunction Which you might recognize as being more-or-less copied out of Violate. This gets me a smattering of errors... Quote C:\games\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MSMA\SexFightStandalone\SFS_HandleSexFight.psc(3,12): unknown type aaf:aaf_api C:\games\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MSMA\SexFightStandalone\SFS_HandleSexFight.psc(4,24): unknown type aaf:aaf_mainquestscript C:\games\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MSMA\SexFightStandalone\SFS_HandleSexFight.psc(11,58): unknown type aaf:aaf_api C:\games\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MSMA\SexFightStandalone\SFS_HandleSexFight.psc(11,55): cannot convert to unknown type aaf:aaf_api C:\games\Steam\steamapps\common\Fallout 4\Data\Scripts\Source\User\MSMA\SexFightStandalone\SFS_HandleSexFight.psc(11,55): cannot cast a form to a aaf:aaf_api, types are incompatible ...that seem to be telling me it can't find AAF. I can see the AAF API in my script list in the Papyrus manager. I also noticed that when I tried to compile Violate I got the same set of errors, indicating that the problem is in my CreationKit setup, not the code. I thought I followed the guidelines in Bethesda Mod School pretty closely but it appears I missed something. Does anyone recognize this? Edited November 2, 2025 by dpfordpp Fixed it myself
jaam Posted January 12 Posted January 12 On 11/2/2025 at 4:07 PM, dpfordpp said: Edit: Disregard below, I figured it out. Turns out you need to have the source files for AAF to compile references to AAF. Weird way for Papyrus to work. Hi, this might be a stupid question but I'm trying my hand at modding for the first time I got as far as trying to reference AAF and I'm already getting errors. What I have now is basically just this AAF:AAF_API AAF_API AAF:AAF_MainQuestScript AAF_MainQuestScript event Actor.OnPlayerLoadGame(Actor akSender) initAAF() endEvent Function initAAF() AAF_API = Game.GetFormFromFile(0x00000F99, "AAF.esm") as AAF:AAF_API If !AAF_API Debug.Notification("Can't find AAF API.") utility.wait(0.1) Endif EndFunction Which you might recognize as being more-or-less copied out of Violate. This gets me a smattering of errors... ...that seem to be telling me it can't find AAF. I can see the AAF API in my script list in the Papyrus manager. I also noticed that when I tried to compile Violate I got the same set of errors, indicating that the problem is in my CreationKit setup, not the code. I thought I followed the guidelines in Bethesda Mod School pretty closely but it appears I missed something. Does anyone recognize this? Personally, I switched from MO2 to Vortex because the CK did not always see all scripts files as part as its virtual file system on an heavily modded Profile. BUT the missing scripts where random and never the same from one run to the other.
Darkening Demise Posted February 26 Posted February 26 Is this an issue? I see this no matter what I do on the CK. With any of my loaded ESPs. NOT ESL CAPABLE no more IDs remaining
mynose131 Posted March 16 Posted March 16 Hello, im new here, and not realy know where i can post. I play Fallout 4 and saw here intresting post like this but how to use own pics? and on other posts like this one or this i mean i did not know it is possible. but this pics not realy what i like. can someone tell how to use other pics? best regards
deff. Posted March 16 Posted March 16 2 hours ago, mynose131 said: can someone tell how to use other pics? Easiest way is to look how other mods (like texture replacers) are created. It's work with .dds files - not very complicated, but it takes time. You will need tools: Gimp or Photoshop (for Photoshop you'll need additional .dds plugin), BAE (Bethesda Archive Extractor for extracting archive). Haven't search, but there should be some tutorial or something like that. 1
mynose131 Posted March 20 Posted March 20 On 3/16/2026 at 3:15 PM, deff. said: Easiest way is to look how other mods (like texture replacers) are created. It's work with .dds files - not very complicated, but it takes time. You will need tools: Gimp or Photoshop (for Photoshop you'll need additional .dds plugin), BAE (Bethesda Archive Extractor for extracting archive). Haven't search, but there should be some tutorial or something like that. Tutorial im looking for, but can not find. Need still help
deff. Posted March 20 Posted March 20 (edited) 10 hours ago, mynose131 said: Tutorial im looking for, but can not find. Need still help Ok, I'll try to explain as good as I can here. I never used Gimp, I'm a Photoshop user, so I have no clue about Gimp settings etc. 1. you need to download Bethesda Archive Extractor (BAE). With this tool you can extract all content from .ba2 archive file. 2. you need Photoshop (or Gimp). For Photoshop you need plugin, which allows to edit .dds files - i'm using this one for Photoshop (I have Nvidia card) For example: you want to place nude woman on billboard. You need to find where original .dds texture file is. I don't remember where Texture folder is, it might be in Fallout 4 - Materials.ba2 (but as I said. I'm not sure, you need to check), You need to export this archive with BAE - it contains folders and files. You need to know technical parameters of your billboard for finding right texture file. Let's assume that you find that file. Make a copy of it. Create exact file tree as is in original ba2 archive. Put your copied .dds file in last folder. No you opening your copied .dds file with Photoshop (or Gimp). You will see original billboard texture. At this point fun is starting - delete/replace original texture file with your nude woman...But there are some tricks - your nude woman must be in the same position in billboard as original was...You have to play with image size etc to get your new image in the same position as original was...You can even make it older,weathered, tattered, ripped etc, if you know, how to use Photoshop...Let's assume that you replaced texture with your girl...Next step - save that dds file, mipmap must be checked...Now you can archive your file tree with winrar in archive. Install this archive with your mod manager. That billboard will be replaced with your nude woman, if you done everything correctly...This is loose files mod. Once I tried to make some replacer (for posters), but I'm too lazy for this. You have to search, work with Photoshop...meh...There are tons with replacers and I prefer better install it as mod, not fcking with Photoshop for hours. And nobody founds new replacers as something wow!, because there already tons with re-textures... So, this is long story short...If you really want to make your own re-texture for yourself, then find at first something small...Like poster, magazine...Try with smaller things at first and look for .dds which is in kinda one peace, not in 6. For example, lamp lit poster .dds file contains 6 texture files, That means you need to allign in place as it was in original file...Sometimes you'll see, that your girl will have cut off half of head (maybe, if you will not replace your new texture in same position as original)... I will no search for tutorials for you - as I said - check one loose files texture replacer mod. Open .dds file with Gimp or Photshop and you will understand everything...That's if you know how to use Gimp or Photoshop. Good luck! edit: I wanted to create replacer mod, but then I realised that I'm too lazy for it... Edited March 20 by deff.
Andy14 Posted March 20 Posted March 20 (edited) GIMP is not suitable for BC7 compression of FO4 textures. However, you don't need Photoshop for this; PaintDotNet can handle the DDS files in the current DirectX version of FO4. The textures can be found in the 9 Texture BA2 archives, not in Materials. Edited March 20 by Andy14
deff. Posted March 20 Posted March 20 9 minutes ago, Andy14 said: GIMP is not suitable for BC7 compression of FO4 textures. However, you don't need Photoshop for this; PaintDotNet can handle the DDS files in the current DirectX version of FO4. The textures can be found in the two Texture BA2 archives, not in Materials. Ahh, allright. I'm using Photoshop and heard that someone used Gimp for that stuff...Will know for future, thank you for editing me
Andy14 Posted March 20 Posted March 20 2 minutes ago, deff. said: that someone used Gimp for that stuff For the old DirectX Version (Skyrim LE) is GIMP fine. 1
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