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xenaclone

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Everything posted by xenaclone

  1. That is an odd feature of the Creation Kit: Topic might be gone from Dialogue Views but can still exist in Player Dialogue.
  2. What is the CK's equivalent to Begin GameMode? Which Event, that is (or do any events come close to the open-ended GameMode of earlier editors)?
  3. Over the past couple years was working on a quest with a bunch of dialog. Scripts, fragments, properties, the works. Backed up the .esp plenty of times but had never backed up up my Data > Scripts folder. My drive crashed last summer!! It's done. Had to get a whole new drive, reinstall all my games.. etc, including Skyrim of course. So I had the original .esp ready to go but MY ENTIRE SCRIPTS FOLDER hadn't been backed up since 2022!!! In the CK, the dialog within that .esp is still there ("Wait here, nave!" ... "Are you ready to speak to the jarl?"....) but the corresponding scripts weren't. ;CODE NOT LOADED in every Papyrus box. Papollion (however it's spelled) could do nothing since the original .psc files were GONE. Problem was: I couldn't just remove the ;CODE NOT LOADEDs nor could I remove the 'delinquent' script icons; they'd come right back after I closed the Quest windows & reopened them. ----------------------------------------- SOLUTION: 1). Open TESVEdit. I've got version 4.0. Apparently the newest version is 4.1, but 4.0 works for me. 2). Right-click > Select None. Find the .esp or esm. Single left-click and press OK. 3). After the program loads, expand the .esp or .esm, expand the Quest section. Left-click on one of the quests, so the right window gets filled. 4). In the VMAD section, right-click literally next to VMAD, select Remove. Clear the WARNING message. Repeat step 4 as many times as it takes. I've got 22 quests associated with this one .esp, not all of them contain scripts. But I had to repeat step 4 fourteen times just now, removing VMAD from each quest. Good thing is, the program bolds each quest which gets modified, which means we don't have to guess if they've been changed. 5). Close and save TESVEdit. That allowed me to remove the ;CODE NOT LOADED and any 'delinquent' missing scripts, but I couldn't write new code without errors. SOLUTION # 2: Extract SKSE and overwrite the original SKSE files in the Skyrim folder. Voila.
  4. This! This was the solution!! Lena Wolf was the one who found some random post here at NexusMods, and I tried it a few days ago without thinking much. Like... "no way this will work..." So yeah, she's the one who suggested I overwrite the SKSE stuff and I did that without thinking much. Meanwhile, it was THE cure. Thanks for your time. :cheers: Gonna post the original Question and the Solution in the main forum now. edit: Also, that's a lot of new information I can study there, Scorrp. Though my prob has been solved, I definitely learned a lot about how .psc stuff gets structured.
  5. I understand. That's the problem though, I can't write any new code at all, not even a semicolon script, without that "ReferenceAlias" argument error showing up. C:\"My game folders"\Skyrim\Data\Scripts\Source\ReferenceAlias.psc(random numbers): argument abfadeout is not specified and has no default value? .... it tells me... And if I click on the TIF icon (in the Scripts window) all I have to go by is "SCRIPTS: Cannot open store for class "TIF_randomnumbers", missing file?" The old scripts no longer exist; technically I got rid of them all (and the corresponding .psc files which previously existed in the Source folder). Then I did the Scripts.rar trick, probably 3x by now. Removed all the old scripts, Extracted the contents of Scripts.rar into Data several times. Thanks for taking time out of your busy schedules, btw. Sometimes I forget to say "thanks". I've been trying AI as well, by the way. AI has helped me with some simpler tasks when I've recently gotten stuck. But the answers I get thru AI only confuse the heck out of me.
  6. Any idea what it means when I try to compile a script and I get ... C:\"My game folders"\Skyrim\Data\Scripts\Source\ReferenceAlias.psc(random numbers): argument abfadeout is not specified and has no default value? There are a bunch of error messages like that, the only difference is the random number parts. (92,6) or (104,6) are examples. EDIT: furthermore, the TIF icon does show up, but I get a message saying SCRIPTS: Cannot open store for class "TIF_randomnumbers", missing file? At least I can open Edit Source. That's something new which wasn't working before.
  7. Problem is, the corresponding .pex and .psc files are missing! I got a brand new hard drive last summer, see. I had backed up all my .esps in the past, but hadn't backed up my Scripts folder, not since earlier in 2024 anyway. The .esp seems to be looking for scripts that are no longer there, see? I am just tinkering around in xEdit right now, and what worked for me was right-clicking in the area next to VMAD, and selecting Remove. That got rid of the main script (scripts tab) but the fragments were still there. I had to remove any instance of ;CODE NOT LOADED manually, and then remove the script fragment shell from each dialog. Hey, it's working so far! Tried typing GetOwningQuest().SetStage(x), since those don't require properties, and got error messages. But like you said, I can try configuring the timestamp next.
  8. Ha ha nope, tried that! Deleting ;CODE NOT LOADED does nothing in the long run. Remove Script does nothing in the long run. Tried that. I save, close, and reopen the quest. ;CODE NOT LOADED comes right back and so does the missing script. I'll tinker around with TESVEdit a bit more but I think there isn't much hope. I'll have to start all over, pretty much.
  9. So Maybe I'm doing this wrong. probably so. Open TESVEdit, initiate my .esp into the program. Expanded the .esp and went into the Quest section. Found one of the quests in the left window. Left-clicked on it so it's now in the right window. I see the (missing) scripts listed, cool. But I don't see a way to delete these missing scripts. I don't see an option to remove references to these missing scripts. Only thing I can delete is "Fragment". Closed & saved. That made no difference. :0 Probably in the wrong section of xEdit.
  10. was working on a quest with a bunch of dialog. Scripts, fragments, properties, the works. Backed up the .esp but hadn't gotten around to backing up my Data > Scripts folder. That drive then crashed!! It's done. Had to get a whole new drive. So, original scripts are gone, but at least I still have the .esp, which allows me to see how dialog was structured, at least. The dialog within that .esp is still there ("Wait here, nave!" ... "Are you ready to speak to the jarl?"....) but the corresponding scripts aren't. ;CODE NOT LOADED in every Papyrus box. ... which is actually fine. I don't mind starting over again, it's my own mistake that got me here in the first place. So I try to get rid of the blue icon in the Scripts tab (the icon which lets us Edit Properties, Edit Source, etc.) Problem is, the Remove Script buttons do absolutely nothing. Sure they get removed temporarily, but if I try to compile the now-empty script areas, all I get are error messages. If I remove Remove All Scripts and then click OK (closing the Quest window) and then reopen the quest, the blue icons are back, screaming their error messages. I went into the Scripts folder, and then the Source folder. Deleted the only .psc associated with my quest. It's in the trash! Yet in the CK, the missing scripts are back, and so are their error messages. I can't write anything new without compile errors. Anyone happen to know how to solve this? Probably something simple I don't know yet...
  11. Anybody here? Hope so. When trying to edit dialog in the GECK, it crashes. ...Not trying to add dialog via microphone, I'm only trying to edit the written dialog we read when an NPC speaks. So literally, I'm in the GECK, got a quest open. I click on the Topics tab. Try to open an Info so I can edit it, and that's when the GECK CTD's. Tried Compatibility mode: Windows 8, 7, Vista, all the way back to XP. Tried Administrator rights. Only thing I can think of is maybe it's a Windows 10 thing. I just got a Win10 computer but my old rig was Windows 8.1. Any ideas? EDIT: FIXED. 1). Upgraded GECK to 1.5 2). Installed GECK Extender. 3). And then I used the GECKPatcher somehow... I don't know what the heck I just did but everything works now. 4). I need a drink. C ya.
  12. What causes NPCs to follow us through a door? This idea I've been working on a while, I travel with a bunch of NPCs. Problem is, when going through a door (for instance, from a Cell into a Worldspace, such as WhiterunBanneredMare into Whiterun itself) sometimes some of the NPCs just *poof* vanish. This doesn't happen when going from a Worldspace into a Cell. I've been able to 'fix' the Cell > Worldspace problem by making my character go through the door first before they do. But obviously I want to see if I can fix this the real way.
  13. Okay, I'll try something later. Not in front of my gaming computer now. Let you know soon if anything works.
  14. Trying to add an alias to a group of four NPCs, but in efficient a way as possible. If I've got dual properties set up: one for the ReferenceAlias, the other an Actor property, that works fine. ReferenceAlias.ForceRefTo(ActorProperty). "Hey, come follow me" and that NPC does just this. The AI package is added into the Alias, but not into the NPC itself. Not a prob, the alias fills/the package activates. But if I've got a group of Actors stacked into an Array (Array is toggled on, and each NPC is selected into this property), this compiles fine, but doesn't do anything in the game. Maybe Actors can't be filled via alias into an array? Or if so, what is missing? I can add each individual actor as his/her own Actor property, write the script that way... ReferenceAlias.ForceRefTo(ActorProperty)... ReferenceAlias.ForceRefTo(ActorProperty2).... and that causes them all to move forward in the game. But it also involves more work! Because a property is then needed for each Actor, and a script fragment needed for each as well. Trying to see if this works in a more efficient way. Seems like it's possible, somehow.
  15. It might help if you share the entire scripting process you've got going on. A script was presented in the other thread you started, which you said wasn't compiling. Maybe you got past that problem. But it would still help to see the entire process going on, I guess. But yeah, reverse-engineering something already extant in someone else's work can sometimes be helpful too, assuming Randomized and Respawning Followers actually works, of course.
  16. This is me too! It's taken me a godawful long time (literally years). Finally last year I got the hang of script fragments: simple codes which run locally during certain events (such as a piece of dialog being said). I'm now getting into scripts which can act more globally. But it's taken a long time. For me, I need to have something in front of me which I'm trying to accomplish. A bit of dialog gets spoken which causes a stage to set, and a timer to begin running, that sort of thing. I have a hard time picking up stuff if the language and/or concept is abstract; the Construction Set and Fallout's GECK, for some reason I was able to pick up how scripting works much more easily in those editors. Check out my modding guides if you'd like. A lot of my own personal modding ideas put into action in the games, maybe when you're stuck someday you might find an answer.
  17. What are people using for wikis while Bethesda's Official pages are under maintenance? I know UESP has a mirror site, thank the Gods. I'd be lost without it. But are there any other sites similar?
  18. Alright, finally got it to compile! Posted the solution in the OP.
  19. This isn't compiling. Is npc_alias the actual Alias Name from the Alias Tab? And what is the "npc" in the end of the fragment, (in parenthesis). What's supposed to go in there? Creation kit page has it arranged like Alias_JohnDoe.ForceRefTo(self). But no matter how I try to arrange, it won't compile. From what I understand I don't need properties, right? I've still tried making properties anyway, nothing works.
  20. Huh., so you're saying you hit the NPC on accident? What Faction(s) is the NPC a part of? How compatible are those factions to the Player? Is the NPC a Friend or Ally to the Player? Just phishing. That's where I'd start looking, I guess. There are mods (such as Amazing Follower Tweaks) which can be set so NPCs completely ignore friendly fire, so the possibility is there. I suppose I would try looking into how one of those mods is set up, assuming I'd really get stuck.
  21. Ah, very nice! See, and I already came up with a workaround! But that's okay, I can still use this info for the future. Hey, xkkmEL, thanks for taking the time. Pancakes for you.
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