Jump to content

Papryus Fragment wont compile


muckfinger

Recommended Posts

Hi all,

 

I was wondering if anyone could help me. I am currently working on my mod and am up to the quest and dialogue creation. As of yesterday all my script fragments attached to quest stages were working and compiling fine. Today I fired up the CK and now none will compile. I tested out a couple of ones I had already done and the quests in game are working but I keep getting compiling errors in the CK with all of them. Unfortunately any new quest wont compile.

 

The fragments are all simple, either being

setobjectivedisplayed() or

setobjectivecompleted()

 

The compiler keep throwing up basically the same error but with each individual quest:

 

 

 

 

I apologise if this has been answered anywhere else and would be grateful for any help

 

 

Link to comment
Share on other sites

My simple guess is that somehow your script's script definition line (the first line of the file) has native in it. If so remove it and try compiling again.

 

Edit : nvm it's complaining about miscobject. Probably the F4SE modifications or something.

Edited by BigAndFlabby
Link to comment
Share on other sites

Thank you for the reply,

I dont think I have f4se installed. Would you recommend I get it?

I am wondering if there may be something wrong with that particular miscobj script. I opened it up to have a look, but I have no idea about scripts. Hopefully someone can chime in to say if there is any difference to theirs.

All it says is:

 

Scriptname MiscObject extends Form Native Hidden
ObjectReference Property itemstuff Auto Const
No matter which quest it is, I keep getting the same error message about the itemstuff
Link to comment
Share on other sites

That is not what the MiscObject script should contain. You have either edited it or someone else in some mod you installed has.

 

Without F4SE, the file should contain only this:

Scriptname MiscObject extends Form Native Hidden


; Returns the number of the given component this form has.
int Function GetObjectComponentCount( Component akComponent ) native

With F4SE:

Scriptname MiscObject extends Form Native Hidden

; Returns the number of the given component this form has.
int Function GetObjectComponentCount( Component akComponent ) native


; F4SE additions built 2017-09-23 18:24:03.503000 UTC
struct MiscComponent
	Component object
	int count
endStruct

; Do not use these functions on ConstructibleObject they will not work.
; Papyrus defines Constructible as extends MiscObject when this is not
; remotely true internally and F4SE does not support this kind of conversion
; in code so these are separate functions

MiscComponent[] Function GetMiscComponents() native

Function SetMiscComponents(MiscComponent[] components) native

You should be able to find the original, unedited script in a Base.zip file in your Data\Scripts folder.

 

Also, just to make sure you know, if you don't have F4SE installed, there should only be one MiscObject.psc file in your entire Scripts folder, and it should be in Data\Scripts\Source\Base. There's no "particular" MiscObject.psc file because there should only ever be one that the compiler sees, and it should be either the one shipped with the CK or the one shipped with F4SE.

Edited by Guest
Link to comment
Share on other sites

Thank you so much MareloRyan you are a saviour :smile:

 

With your instructions it was a few minutes fix. I had been going crazy trying to work out what could have changed over night.

I did reinstall nmm last night to use a couple of mods I had from ages ago, but I cant be sure if it was one of them or me editing something somehow

 

 

 

 

 

 

 

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...