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Scripting with CreationKit and ModOrganizer?


mojojojaniqua

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Posted

Hello! I am currently doing the Bethesda Tutorial for CK involving making a simple quest.

 

I was told that to compile scripts through CK using Mod Organizer, I needed to patch the Papyrus Compiler to run as 32bit. I did that.

 

I unzipped the scripts.rar file, and reinstalled SKSE over that too.

 

HOWEVER, I am still getting this issue whtn I try to compile a simple script (GetOwningQuest().SetObjectiveDisplayed(10)

GetOwningQuest().SetStage(10)):

 

Starting 1 compile threads for 1 files...
Compiling "TIF__01001830"...
<unknown>(0,0): unable to locate script TIF__01001830
No output generated for TIF__01001830, compilation failed.
 
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on TIF__01001830
 

 

Now, I'm reading that it's impossible to script with CK using MO, and that I should compile my scripts using Notepad++ (I don't really know what that means)

 

Is this true? Is CK still not completely compatible with MO? Please help me gurus of LL :(

Posted

Since you've already patched the papyrus compiler to run in 32bit mode, there should be nothing to stop you from using the CK through MO.

Make sure that you have registered the Creation Kit as an executable in MO, and that you start it through MO.

Posted

Thanks for the response fellas!

 

However, the wiki link is what I tried at first, and I've also been running the CK through MO with the correct Steam ID overwrite.

 

Here's a shot of the error for clarity.

 

 

Untitled_zpsfaeienvg.jpg

 

 

I have definitely done the following (just so we're on the same page):

 

-Updated Creation Kit through Steam

-unzipped scripts.rar back into my Data folder

-reinstalled SKSE

-ran CK through MO with the Overwrite Steam AppID 202480

-patched the Papyrus Compiler to run in 32bit mode using http://www.nexusmods.com/skyrim/mods/65578/?

-have tried to run CK WITHOUT Mod Organizer, and have confirmed that the script compiling works this way

Posted

Have you tried PapyrusCompilerPlus on Nexus?

It makes use of MO´s folder structure and imports scripts from all mods in your MO.

(somehow I´m not allowed to post links, so search for yourself on nexus)

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