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Plarux

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Hey guys,

 

My problem today involves my Fallout 4 not loading scripts that I create in the Creation Kit. They compile successfully, but do not appear in-game. I made another post recently that was titled "Papyrus Directory Problem". A few people replied to the post and determined, my script was faulty (NULLs instead of brackets). However, I successfully compiled the script and nothing would happen/show in-game. The only thing I can think would cause it not to work, is that my Fallout 4 won't load my scripts for some reason.

 

Here is the link to the post mentioned above: Papyrus Directory Problem (small script for a toggle-able light using xmarkers)

 

I've tried editing the .ini files for Fallout 4 (Fallout4_Default.ini) & the Creation Kit (CreationKit.ini) regarding Papyrus using this link. The page shows what the [Papyrus] section should look like in each .ini file.

 

Below are the settings that I have changed mine to, which are the ones shown in the link above.

 

 

Fallout4_Default.ini

 

[Papyrus]

fUpdateBudgetMS=1.2
fExtraTaskletBudgetMS=1.2
fPostLoadUpdateTimeMS=500.0
iMinMemoryPageSize=128
iMaxMemoryPageSize=512
iMaxAllocatedMemoryBytes-153600
iMaxStackDepth=100
bEnableLogging=0
bEnableTrace=0
bLoadDebugInformation=0
bEnableProfiling=0
sTraceStatusOfQuest=
sDefaultLogOverlay=Papyrus
CreationKit.ini
[Papyrus]
sScriptSourceFolder="../Source/Scripts/"
sAdditionalImports=""
sScriptsTempFolder=""
sScriptCompilerFolder="Data/Scripts/"
sCompileFolder="Papyrus Compiler/"
08/23/18 6:32 PM EST EDIT: I just validated my Fallout 4's integrity on Steam, and one file was reacquired.
It didn't help my script work though...
08/23/18 9:02 PM EST EDIT: When I was in the creation kit, I would get an error saying "the parent script doesn't exist, choose one that does". I looked this error up, and it was supposed to be an easy fix. - Open up the CreationKit.ini and edit these lines to look like this:
sScriptSourceFolder = ".\Data\Scripts\Source\User"
sAdditionalImports = "$(source);.\Data\Scripts\Source\Base"
This did help with the issue in the Creation kit, but not fix the issue with Fallout 4 reading my scripts.
If anyone could lead me in the right direction as to why my scripts aren't working (even when compiled successfully), please leave a comment below.
I would appreciate anything at this point. My patience is not very good, and this is preventing me from stepping forward in the mod that I'm creating.
Thank you,
Plarux
Edited by Plarux
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Jesus man, you think these button down, oxford cloth, office workers come home to play the bad arse mercenary let's chuck babies at the wall, let's set the babies on fire, then chuck them at the wall, weekend warrior with inferiority complexes are going to understand Papyrus? Specially someone that can't load one into the game? F4SE is probably required, because it's like the first thing we install, because it gives a custom launcher, which patches in those Script Extender commands, this is for every Beth game basically. That .exe launches the game, which makes it incredibly useful besides it's obvious benefits. Hitting a button & having the game launch, one button, it's priceless.


Papyrus isn't used unless that script is attached to something inside the game world, a reference in the game world, a quest that is enabled "Start Game Enabled" that either is or is not limited to a one time run. If you just write a script with nothing to put it on, the game won't know it's there. I guess you could edit existing scripts, then they should load, but on the basic level you have to have that part in order to run a Papyrus script, the attachment to something in the game. It should load automatically, if you broke that, you done F***ed up.


Try setting folder security options, maybe windows or your antivirus is blocking it. At any rate, Creation GECK Papyrus. Keep talking about it on the other forum that's for this kind of thing, go find some Papyrus writers/libraries/examples. Get a mod that uses a custom script, see if it works in the game, if that doesn't even work, your game is broken, start over, BACKUP everything, Steam BACKUP the install disc via Backup & Restore games, clean it all out, clean the registry, start over. Orrrrrrrrrrr keep talking to those in your original post or make another in that forum. I don't know what to tell you man, I'm a script kiddie.

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You might have to take the script out of the user folder and drop it in the base folder. I had a similar issue but now that I'm thinking about it the circumstances were probably completely different than yours. Shouldn't need to point at the file it should load automatically. But ya you need to attach it to some type of event. Just adding the script to an object wont automatically run it.
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Jesus man, you think these button down, oxford cloth, office workers come home to play the bad arse mercenary let's chuck babies at the wall, let's set the babies on fire, then chuck them at the wall, weekend warrior with inferiority complexes are going to understand Papyrus? Specially someone that can't load one into the game? F4SE is probably required, because it's like the first thing we install, because it gives a custom launcher, which patches in those Script Extender commands, this is for every Beth game basically. That .exe launches the game, which makes it incredibly useful besides it's obvious benefits. Hitting a button & having the game launch, one button, it's priceless.

 

 

Papyrus isn't used unless that script is attached to something inside the game world, a reference in the game world, a quest that is enabled "Start Game Enabled" that either is or is not limited to a one time run. If you just write a script with nothing to put it on, the game won't know it's there. I guess you could edit existing scripts, then they should load, but on the basic level you have to have that part in order to run a Papyrus script, the attachment to something in the game. It should load automatically, if you broke that, you done F***ed up.

 

 

Try setting folder security options, maybe windows or your antivirus is blocking it. At any rate, Creation GECK Papyrus. Keep talking about it on the other forum that's for this kind of thing, go find some Papyrus writers/libraries/examples. Get a mod that uses a custom script, see if it works in the game, if that doesn't even work, your game is broken, start over, BACKUP everything, Steam BACKUP the install disc via Backup & Restore games, clean it all out, clean the registry, start over. Orrrrrrrrrrr keep talking to those in your original post or make another in that forum. I don't know what to tell you man, I'm a script kiddie.

 

 

I tried reinstalling my Fallout 4, but it didn't seem to help...

Antivirus was off, and that didn't help either.

Also, what mod would you suggest downloading to see if it's just my scripts or not?

Edited by Plarux
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You might have to take the script out of the user folder and drop it in the base folder. I had a similar issue but now that I'm thinking about it the circumstances were probably completely different than yours. Shouldn't need to point at the file it should load automatically. But ya you need to attach it to some type of event. Just adding the script to an object wont automatically run it.

 

 

I tried putting the .psc files (the scripts) into the base folder, but it didn't do anything.

When you say "attach it to an event", isn't the OnActivate the event or are you referring to connecting it to a quest somehow?

The script is attached to an activator to turn a lantern on/off.

Edited by Plarux
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If you have not packed your loose compiled PEX scripts into a BA2 archive associated with a mod ESP then the running game will never find them in the \data\scripts folder to load, unless you:

 

https://www.creationkit.com/fallout4/index.php?title=Enable_Loose_Files

 

ps distributing loose scripts not packed in mod specific BA2 archives are a cancer.

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If you have not packed your loose compiled PEX scripts into a BA2 archive associated with a mod ESP then the running game will never find them in the \data\scripts folder to load, unless you:

 

https://www.creationkit.com/fallout4/index.php?title=Enable_Loose_Files

 

ps distributing loose scripts not packed in mod specific BA2 archives are a cancer.

 

I just tried this, and it seems that they still don't work. The scripts used were from a "Hello World!" tutorial & a light switch tutorial on YouTube. They are identical to the videos, but maybe I'm doing something wrong? The "Hello World" script is connected to an object. The light switch script is connected to an activator with a blue cube marker model.

 

Here's a link to the post I made on the bethesda website that has those scripts - Fallout 4 Not Loading Scripts [Modded]

 

From everything I've tried and looked at, the Hello World script should work perfectly and display a message saying "Hello World!". If you see a problem with my scripts, please let me know. It's been a week since this problem occurred and I have yet to find a solution. Also, I've tried everything that has been suggested to me. Next step is probably to contact someone from bethesda. Twitter has been no help so far, but I've tweeted at multiple people to see if anyone can help.

 

How would I go about packing them into a .bsa file?

And would I still be able to edit these scripts after packing them?

 

Thanks for the reply btw!

Edited by Plarux
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Problem Solved! - SKK50 suggested enabling loose files.

When I tried to do this, I just made a .txt file.

I tried using Notepad++ & made it a .ini file

The "Hello World!" script worked perfectly!

 

Thank you to everyone who replied!

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