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RottenDeadite

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Everything posted by RottenDeadite

  1. Yup, that did the trick. I suspect MO is for some reason not allowing the CK to read scripts from its Overwrite directory. Copying all my mod's files to the Data directory solved the problem.
  2. Wow, we think alike, a bit. I tried launching the CK directly from its executable instead of from MO and it won't run. I mean nothing happens at all, no error messages, it won't even open a window or anything. I tried removing the CK's files from within Steam and then re-installing it, but that didn't do the trick either - the problem persists. I do agree that there might be a connection between the error message and MO, but I won't know for sure until I can get the CK to run outside of MO. EDIT: Oh my God I'm an idiot. I installed the CK to an old drive where my Skyrim install used to be, and not to the new one. Well at least now it starts. Now to see if that fixed my script problem as well.
  3. Yup, already got ObjectReference in there. I'm beginning to suspect this is an issue with Mod Organizer. The scripts end up in my Overwrite directory, where I'd expect them, but the CK still can't see them. I strongly suspect this is related to what's happening.
  4. I've placed a Dwemer Lever in my worldspace and I'm trying to add a script to it. So I Edit the lever and go to the Scripts tab and press the Add button. In the next window that opens I select "[New Script]" and press OK. In the next "Add New Script" window, I give the script a name (let's say "NewRDScript") and hit OK. Now I immediately get an error message: Starting 1 compile threads for 1 files... Compiling "NewRDScript"... <unknown>(0,0): unable to locate script NewRDScript No output generated for NewRDScript, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on NewRDScripthttp://i.imgur.com/GGhBHYf.jpg Now how the heck is it unable to find the script I just created? And why would it want to try to compile it anyway? Am I missing something super obvious?
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