ECapricorn Posted December 15, 2017 Posted December 15, 2017 I am following the tutorial "Creating a Playable Race - Revised". https://www.nexusmods.com/skyrim/mods/59220?tab=description At the part where I add the script (XRaceController) to the quest (XRaceController), I get the error: "That script already exists, please choose a different name". I tried to use an alternative name to see what would happen and I get some papyrus compiler failure. GenericRaceController was added without complications. Anyone know what might be the problem here?
Blaze69 Posted December 15, 2017 Posted December 15, 2017 Are you actually naming the script "XRaceController"? I know this may sound obvious but you are supposed to replace that "X" with your race's name in both the quest and the script. So for example if your new race was called "Blueguard", your script and quest name would be "BlueguardRaceController". Alternatively, if you did write a unique name for the script, check your Scripts and Source folders and see if there is any file with that name in there. As for the error when creating a new script with a different name, do you use Mod Organizer? The CK doesn't like the virtualization system MO uses and the Papyrus Compliler usually throws errors because it can't actually find the script file it just created and stuff. In that case you would need to use PapyrusCompilerPlus, which includes native support for MO and can be used from the CK itself instead of the original compiler. I've been using a while now and so far I've had no bugs or errors so far.
yatol Posted December 15, 2017 Posted December 15, 2017 10 minutes ago, Blaze69 said: The CK doesn't like the virtualization system MO uses and the Papyrus Compliler usually throws errors because it can't actually find the script file it just created and stuff. if crap kit had a problem with mo virtual folder, i wouldn't be able to load crap kit from mo... "C:\Program Files (x86)\Steam\steamapps\common\skyrim\Papyrus Compiler\PapyrusCompiler.exe" %1 -f="TESV_Papyrus_Flags.flg" -i="e:\jeux\scriptsource;e:\jeux\scriptsource;" -o="C:\_mod organizer\overwrite\Scripts" Pause if you load that scripcompile.bat from crap kit, it will look for psc in e:\, and put the pex in c:\mo scriptsource it's what i got copy pasting all mo folders from last to skyrim bsa i have 30 000 psc in scriptsource, 36 000 pex in scripts... some mods don't come with psc i may have troubles if mod 14 had x.pex and x.psc, and mod 46 had x.pex without psc, if the stuff the script that use x.pex isn't the same in mod 14 and mod 16 only have one pex in script folder, if the psc is no good, or i don't have any psc, i just decompile with champollion but if you put those mods in data folder, overwriting previous mods, and maybe overwriting that by installing crap kit... you are in deep shit when there's a problem (you remember in what order you have install your mods? redoing that to get the .psc of those .pex, useless to try)
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