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Papyrus Solutions Only Please


yountmg

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Posted

I am trying to fix my papyrus errors and wanted a place to post solutions.  I grow weary of crashing.

 

This thread is not for getting help, having discussions, to criticize a persons English literary abilities, or to ridicule a solution.

 

If you have a better solution, please post it.

 

Posted

Mod Organizer Users (32 bit Skyrim/MO) can not compile Papyrus scripts from Creation Kit.

 

Reason for failure:

 

Mod Organizer 32 bit can not execute 64 bit programs.

 

Solution:

 

Set the bit to allow the 64 bit Papyrus Script Compiler to run in 32 bit mode using the utility corflags.

 

The utility "corflags.exe" only works on "Any CPU" executable's, like "papyruscompiler.exe".

 

"C:/program files (x86)/Microsoft Kits8.1a/bin/NETFX 4.5.1 Tools/corflags.exe" /32bit+ "C:/Program Files (x86)/steam/steamApps/common/skyrim/papyrus compiler/papyruscompiler.exe"

 

You can get the "corflags.exe" from the Windows Software Development Kit (SDK) for Windows 8.1 internet installer selecting the install ".NET Framework 4.5.1 Software Development Kit" option. 

 

Uncle64 is correct:  They have a nexus patcher. https://www.nexusmods.com/skyrim/mods/65578/?

 

I did not mention 65578 because it did not work for me on Windows 10? 

 

Posted

Mod Organizer Users: Papyrus scripts are missing when compiling

 

Reason for failure:

 

The scripts are not in the Mod Organizer file tree and/or hidden with in BSA's.

 

Bethesda scripts are not in the Bethesda BSA's, but are stored in

[installation drive]:[installation path]\Skyrim\Data\Scripts\Source

 

Plugins also have requirements, that may use scripts hidden in other third party BSA's.

 

Example:

 

Race Menu provides NetImmerse Override (newest), but not the script, so SexLab Extra Voices script would not compile.

I added the plugin for NetImmerse Override (for source), compiled, then removed it. 

note: On hindsight, I should have 1st checked the Race Menu BSA, then extracted it for the updated source.  I later figured out it is a newer/unpublished version of NetImmerse Override.

 

Solution:

 

Create a Folder at the top of MO's file load order with Bethesda's scripts and select it when compiling.

note: I moved them all into Scripts/Source by suggested file order precedence.

 

Script precedence is important and plugin's can often update/override older scripts.

 

Mod Organizer has the ability to extract BSA's, but you only need the scripts (psc), not pex.

note: Use caution, install/extract as temp mod just to get the scripts.
 

 

Posted

How do I check for Papyrus Errors

 

Solution:

 

Paprus must be enabled in the PAPYRUS section of your Skyrim.ini File.

note:  %USERPROFILE%\Documents\My Games\Skyrim\Skyrim.ini , MO uses the TOOLS-INI EDITOR

 

[Papyrus]

bEnableLogging=1

bEnableTrace=1

bLoadDebugInformation=1

bEnableProfiling=0

 

The papyrus logs will be found after running in

%USERPROFILE%\Documents\My Games\Skyrim\Logs\Script

Posted
1 hour ago, yountmg said:

Mod Organizer Users (32 bit Skyrim/MO) can not compile Papyrus scripts from Creation Kit.

 

Reason for failure:

 

Mod Organizer 32 bit can not execute 64 bit programs.

 

Solution:

 

Set the bit to allow the 64 bit Papyrus Script Compiler to run in 32 bit mode using the utility corflags.

 

The utility "corflags.exe" only works on "Any CPU" executable's, like "papyruscompiler.exe".

 

"C:/program files (x86)/Microsoft Kits8.1a/bin/NETFX 4.5.1 Tools/corflags.exe" /32bit+ "C:/Program Files (x86)/steam/steamApps/common/skyrim/papyrus compiler/papyruscompiler.exe"

 

You can get the "corflags.exe" from the Windows Software Development Kit (SDK) for Windows 8.1 internet installer selecting the install ".NET Framework 4.5.1 Software Development Kit" option. 

You need this patcher for being enable to compile papyrus script when running CK from MO.

https://www.nexusmods.com/skyrim/mods/65578/?

Posted

Unofficial Skyrim Legendary Edition Patch causes USLEEPVersionTracking Errors.


Error: File "Unofficial Skyrim Patch.esp" does not exist or is not currently loaded.

Error: File "Unofficial Dawnguard Patch.esp" does not exist or is not currently loaded.

Error: File "Unofficial Hearthfire Patch.esp" does not exist or is not currently loaded.

Error: File "Unofficial Dragonborn Patch.esp" does not exist or is not currently loaded.

 

note: Same error occurs Skyrim LE or Skyrim SE.
 

Reason for failure:

 

Community consensus appears to be to ignore it.  It irritates me so I fixed it?

 

This new patch for Skyrim LE does not need the old Skyrim patches.  

note: I used the esp's and had a lot of not found errors.

 

I noticed that the comment does not fit the error messages, a code fragment that just got left unfinished?

 

Solution:

 

Comment it out. Get file "usleep_versiontrackingscript.psc", comment, compile and forget it.

 

Function ProcessRetroScripts()
    ;Check for old patches. Warn if present.
    ;if( Game.GetFormFromFile(0x0000AF97, "Unofficial Skyrim Patch.esp") == None )
    ;    USKPWarning.Show()
    ;EndIf

    ;if( Game.GetFormFromFile(0x00005734, "Unofficial Dawnguard Patch.esp") == None )
    ;    UDGPWarning.Show()
    ;EndIf

    ;if( Game.GetFormFromFile(0x0010C205, "Unofficial Hearthfire Patch.esp") == None )
    ;    UHFPWarning.Show()
    ;EndIf

    ;if( Game.GetFormFromFile(0x00047C3C, "Unofficial Dragonborn Patch.esp") == None )
    ;    UDBPWarning.Show()
    ;EndIf

 

    ; lots of retro processing

    ; it however does not generate errors, so I left it in?

    ; the code that follows executes only once

EndFunction

 

Posted

Mysterious Missing Papyrus Scripts

 

Cannot open store for class "ddunequiphandlerscript", missing file?
Cannot open store for class "ddunequipmcmscript", missing file?
 

note: Also occurs on Skyrim LE and Skyrim SE.

 

Reason for failure:

 

I call it a hidden script dependency error? 

Mods can often trigger missing scripts messages when installed?

 

note: I would really like to know what causes this.  I think its in a DLL?

note: I searched the triggering mod and could not find the reference anywhere?

 

Solution:

 

Download the missing scripts from the missing scripts mod author.
You can use the mod, disable it in MCM, move the scripts to camping, or make the "Equipping Overhaul.esp" optional.


Skyrim mod: Equipping Overhaul 
Download: https://www.nexusmods.com/skyrim/mods/49784

 

 

 

Posted

Variables on script loaded from save not found. Thus variable will be skipped.

 

warning: Variable ::VARIABLE_NAME on script SCRIPT_NAME loaded from save not found within the actual object. This variable will be skipped.

 

Reason for failure:

 

A property was removed from each of those scripts and has been removed from the saved copies of those scripts.

 

Basically, the value of a variable/property from the original script was saved in the save game, but a plugin added after the save has provided a replacement script that does not use that variable/property.  That unused variable will now be marked inactive and saved in any new saves from now on; even if you remove the new plugin it will remain inactive unless cleaned by a save game cleaner or reloading from an older save game that predates installation of the plugin.

 

Excellent Reading:  https://www.creationkit.com/index.php?title=Save_File_Notes_(Papyrus)

 

Solution:

 

Ignore the warning. 

This is a one time notification, you will not see it the next time you load the game.

 

Example: 

Cutting Room Floor  https://www.nexusmods.com/skyrim/mods/47327/
Variables: ItemTracker_var, Alias_MGRejoinMirabelle_var,  Alias_MGRejoinSavos_var, etc.

Skyrim Scripts: FreeformWinterholdCollegeBScript, QF_MGRejoin_0005A609.
 

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