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BrineyBelfast

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  1. oof, dunno how I missed that blindingly obvious link on the MCM docs, but thank's for sending it. Turns out I had the wrong encoding on the text files. VS Code defaults to UTF-8 rather than UTF-16 LE and I never really thought about it. Seems to be working now.
  2. I'm working on a mod with a MCM menu through SkyUI and I want to provide the final text through a localization file. However, I can't find any info on how to set the mod up to actually do that. I have the strings in the MCM using a unique key starting with $. There is a text document following the pluginName_LANGUAGE.txt format for each language in the interface/Translations folder. Each file contains the string key and it's final text separated by a single tab. I tried using xEdit to mark the plugin as localized through the header record, but this is obviously incorrect as CK crashed upon opening the plugin after that. So far nothing I've tried has replaced the string key in the MCM. Anyone have a link to the process of localizing a mod? My google-fu has not turned up any results. Thanks for your help.
  3. A little more of a detailed example that I should have included originally. I'm looking for a more general understanding of how to decouple compilation units in Papyrus to avoid running into this issue in the future rather than answers for this specific mod. I have "mcm.psc", which contains a property for scripts "interfaceA.psc", "interfaceB.psc", "interfaceC.psc", etc. I've modified "mcm.psc" and "interfaceA.psc", which should generate "mcm.pex" and "interface.pex". I have no wish to alter "interfaceB.pex", etc. However, "interfaceB.psc" makes reference to, and uses functions from, "modB_mainQuest.psc". I don't have "modB_mainQuest.psc" currently. This missing "modB_mainQuest.psc" problem bubbles up as "interfaceB.psc" attempts to reference things which aren't defined, which then causes "mcm.psc" to fail to compile. Is there any way to avoid having to include "modB_mainQuest.psc", and all the things that script makes reference to? i.e. Can I provide a .psc with dummy/stub functions which the full mod's .pex would provide bodies for at runtime?
  4. I'm making some small tweaks to an existing mod. This mod has many soft interfaces with other mods which work directly with quest scripts retrieved by Form ID from the named mods. Right now I'm trying to update an interface to use a newer version of a mod which changed the plugin name. All of these interfaces are activated/reloaded from a single .psc file. I need to make a change to this file to update the plugin name it's checking. However, my problem is that when I compile this master interface file, I enter a world of pain. Every single interface (of which there are many) ends up trying to re-compile too, which in turn ends up attempting to re-compile the original mod, which in turn attempts to re-compile the original mod's requirements, etc, etc. Note: I'm specifying the .psc files to compile, not compiling the whole folder. The console output does indicate it's only the 4 files I intended to compile which are being considered for compiling. It seems to be dependency that's compiling the rest. I feel like I'm definitely doing something wrong here. Should be able to provide some sort of header, or the .pex, and it won't recursively compile all the other scripts as well? Hopefully I've just missed something or put files in the wrong place and I won't have to track down every mod's source files just to tweak this one small thing. Thank you for any insight you can provide!
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