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Problem recompiling Alternate Start script - likely missing some source, but which one?


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Hey folks.

 

For personal use, I made some small changes to the starting gear you are given by a couple of the alternate starts from Arthmoors "Alternate Start - Live Another Life". Or better to say, I tried, but I cannot seem to recompile the script because the Creation Kit is throwing the following error my way:

Starting 1 compile threads for 1 files...
Compiling "arth_qf_lalrumorsofwarquest_0207a334"...
N:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\arth_qf_lalrumorsofwarquest_0207a334.psc(624,9): SetVQ02Open is not a function or does not exist
N:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\arth_qf_lalrumorsofwarquest_0207a334.psc(626,9): SetVQ02Playful is not a function or does not exist
N:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\arth_qf_lalrumorsofwarquest_0207a334.psc(881,9): InitArrays is not a function or does not exist
N:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\arth_qf_lalrumorsofwarquest_0207a334.psc(1070,9): SetVQ02Open is not a function or does not exist
N:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\arth_qf_lalrumorsofwarquest_0207a334.psc(1072,9): SetVQ02Playful is not a function or does not exist
No output generated for arth_qf_lalrumorsofwarquest_0207a334, compilation failed.

Note 1: I am using Mod Organizer 2. The actual location of the scipt source is N:\Skyrim SE Tools\ModOrganizer2SE\mods\Alternate Start - Live Another Life\source\scripts\arth_qf_lalrumorsofwarquest_0207a334.psc

 

Note 2: the script sources are the *only* files I extracted from the AS-LAL .bsas

 

Does anybody know and can enlighten me what sources I need to install to properly compile the script?

 

 

EDIT:

[solved]

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This is not a source problem. They can't find the function you're trying to use. You'll need to open up the LAL scripts, search for the missing functions (SetVQ02Open, SetVQ02Playful etc) then copy paste them into your script. That will hopefully be enough for it to compile, without those functions themselves having dependencies.

 

Edit - Alternatively, you can redirect the script to the function, by using such a function as this. The 0x000000 is the corresponding ID found for the LAL quest that the script is attached to, so be sure to fill it appropriately.

LALMainScriptYourReferingTo Function Fetch() Global
    Return(Game.GetFormFromFile(0x000000, "Alternate Start - Live Another Life.esp(m?)") as Quest) as LALMainScriptYourReferingTo
Endfunction

For a more accurate example... Here is a function I use to return data from a library framework script.

F_Script_Framework_Data Function Data() Global
	Return (Game.GetFormFromFile(0x00593A, "Faerenor.esp") as Quest) as F_Script_Framework_Data
EndFunction

Edit -- I forgot to mention, after making the reference to the script itself, you still need to pull the functions. So it'd be something like

Function ReNamedLALFunctionYouNeedToUse Global
    Return Fetch().NameOfLALFunction
EndFunction
Edited by Rizalgar
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Thank you for your input, Rizalgar. I appreciate it.

Though you may have misunderstood me a little bit. It isn't *my* script, it is one of Arthmoors provided with AS-LAL. I just changed a few numbers in it.

To be specific, I changed

Player.AddItem(Gold001, Utility.RandomInt(250,500), true)

to

Player.AddItem(Gold001, Utility.RandomInt(75,125), true)

on a couple of occasions. Nothing else. Thr rest of the script remains exactly as Arthmoor provided it.

So frankly speaking, I have no idea about any functions or any other Papyrus gizmos. Scripting is the one thing in Skyrim I never got my head around. ^_^" I was under the impression that I should me able to recompile the script as long as I just change some gold values and have all the relevant source scripts present.

That is why I asked from where those functions or whatever come from, because I want to make sure the error does not stem from missing source scripts.

 

But alright, I will scour the LAL provided scripts to see if they define the functions in question or not.

 

Thank you. :-)

 

Edit:

 

The "functions", as you call them, are called like this in the script I am trying to recompile:

MMScript.SetVQ02Open()
MMScript.SetVQ02Playful()

No idea what MMscript means, but maybe this is a hint or something for those in the know.

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