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nimrodxy

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Everything posted by nimrodxy

  1. I'm not sure what's going on. One thing is that you need a ppj file with the right paths in the Imports element for the language server to find all of the code. (It uses the ppj file to determine where to look for source files.) So if you don't have a ppj file yet then the language server won't find everything esepecially if it's outside of the game directory. I'm not sure what's up with Vortex. I use MO2 and the USVFS "overwrite" directory to capture all of the CK files to a mod-in-development directory, so my source files are also outside the game directory., But I don't need to run vscode under MO2 for things to work, I just need the ppj file. If you want some help figuring it out then ping me on the discord server https://discord.gg/w8PNJCa
  2. Technically it's not a tail but it's effectively the same thing because exactly the same debug log messages are received via the debug TCP connection and they appear in the debug console tab in the terminal pane. We're pretty good about accepting PRs so if you think of a feature you'd like to have you don't really have to create your own extension unless you just want to for some reason. We have a pretty good CONTRIBUTING.md file in the repo explaining how to build the extension and add new commands. if you have any questions about adding stuff just jump on the discord here https://discord.gg/w8PNJCa (it might seem like we're idle all the time but we usually look for new messages at least once a day and are sometimes around for quite a while when working on stuff).
  3. If you're doing that little papyrus at this point then maybe you're right, though if you start doing quests the live debugger is quite handy for situations like a quest not triggering when you expect it to (since the triggers are usually in papyrus). It ends up being easier than Debug.log()
  4. I'm actually unsure if the language server has explicit support for that feature right now. Try doing Shift-Alt-F12 or Shift-F12 (the latter is a "peek" that will open up a little window with the results) on a function name or variable and see what happens. (These commands are in the right click context menu in the text editor for words/tokens in the text editor.) I've been so focused on improving the extension lately I haven't even written any papyrus or done any modding for a while so I can't remember if this was working or not. Even if not, "Search in project" works pretty well and is fast (but will match comments and stuff). As for Notepad++, yea lots of people are still using it but I think it's because 1) lots of guides just use Notepad++ as an example (heck I even wrote a guide for something else that uses it because it's a good example text editor that most people have installed) and 2) people are focused on their modding and it requires going off on a bit of a tangent to try new tools without knowing if it's worth it. So someone's got to be in the mood to mess with it. Edit: Oh, I should mention that for those who find it useful there is a Notepad++ Keymap https://marketplace.visualstudio.com/items?itemName=ms-vscode.notepadplusplus-keybindings available for VSCode
  5. We just got done adding PPJ build support and guided assistance to the extension. So this is "now easier to use than ever" as the people on TV commercials like to say. All you have to do to try it out is: Download and install https://code.visualstudio.com/ then run it. Click the extension icon on the left (looks like four squares with a square coming loose) and type @joelday into the search panel. Click install on the papyrus extension. Click the new icon on the left that looks like a scroll. Follow the instructions that appear. It's now possible to build your Skyrim projects (LE or SE) using PPJ files. Don't worry the getting started process will explain it. PPJ files are automatically detected and provide build tasks without any additional configuration. PPJ is all you need. Everything is supported for everything except that there's no real-time debugging for Skyrim LE (Classic, Oldrim). Features: Code completion (tab)IntelliSense tooltips for some in-editor docuentationSyntax highlighting (of course)Real-Time error checking (linting) as you typeJump to definitionAutodetected Build TasksPPJ File Support thanks to fireundubh's Pyro tool.Real-Time Debugging of script execution! (for FO4 and SSE)And we shall not stop there.... we're still working on making it better!
  6. We just got done adding PPJ build support and guided assistance to the extension. So this is "now easier to use than ever" as the people on TV commercials like to say. All you have to do to try it out is: Download and install https://code.visualstudio.com/ then run it. Click the extension icon on the left (looks like four squares with a square coming loose) and type @joelday into the search panel. Click install on the papyrus extension. Click the new icon on the left that looks like a scroll. Follow the instructions that appear. PPJ files are automatically detected and provide build tasks without any additional configuration. PPJ is all you need. Everything is supported for everything except that there's no real-time debugging for Skyrim LE (Classic, Oldrim). Features: Code completion (tab)IntelliSense tooltips for some in-editor docuentationSyntax highlighting (of course)Real-Time error checking (linting) as you typeJump to definitionAutodetected Build TasksPPJ File Support thanks to fireundubh's Pyro tool.Real-Time Debugging of script execution! (for FO4 and SSE)And we shall not stop there.... we're still working on making it better!
  7. Did you click the scroll icon on the left? There's currently no way to make an extension "activate" immediately on install.... You have to do something to trigger it. Showing the Papyrus view by clicking the icon should be sufficient. Something like opening a pyc file would also do it. The reason for this has to do with keeping all the unneeded extensions "asleep" when you're not doing anything that involves those extensions. So like if you were working on C++ you wouldn't want the Python extension slowing everything down. (This is a problem with Atom which is slow as hell to load because of stuff like this.) Similarly you wouldn't want the Papyrus extension to activate if you were editing a web site or something. But there should be a way to trigger the extension when it first gets installed and extension developers have filed an issue with the vscode developers to get some sort of capability like this. Until then one of the "activation conditions" has to be met which is usually a good thing because it keeps the other large number of extensions from slowing everything down. If you need help check out the Discord Server Edit: Actually it turned out to be a bug. Workaround: Open any folder (you just need to have a folder open) with FIle->Open Folder... (temporary workaround for a tricky bug)
  8. We just got done adding PPJ build support and guided assistance to the extension. So this is "now easier to use than ever" as the people on TV commercials like to say. All you have to do to try it out is: Download and install https://code.visualstudio.com/ then run it. Click the extension icon on the left (looks like four squares with a square coming loose) and type @joelday into the search panel. Click install on the papyrus extension. Click the new icon on the left that looks like a scroll. Follow the instructions that appear. It's now possible to build your Skyrim projects (LE or SE) using PPJ files. Don't worry the getting started process will explain it. PPJ files are automatically detected and provide build tasks without any additional configuration. PPJ is all you need. Everything is supported for everything except that there's no real-time debugging for Skyrim LE (Classic, Oldrim). Features: Code completion (tab)IntelliSense tooltips for some in-editor docuentationSyntax highlighting (of course)Real-Time error checking (linting) as you typeJump to definitionAutodetected Build TasksPPJ File Support thanks to fireundubh's Pyro tool.Real-Time Debugging of script execution! (for FO4 and SSE)And we shall not stop there.... we're still working on making it better!
  9. The new Pyro build features with PPJ support are now live! yea there are still a few bugs here and there but they are pretty easy to fix. The template is now obsolete. updated guide for MO2 (which also shows the new project file generation, but not the build stuff): https://github.com/joelday/papyrus-lang/wiki/Using-Mod-Organizer-2
  10. The build features are done now, just need to wait for Joel to merge the pull request with a last minute bugfix. What will happen is this. There's a command that will generate project files including a .PPJ file. The PPJ file will be read by Pyro (a script that fireundubh wrote). You can also copy this PPJ or manually add as many as you want and when you select Tools->Run Task... the PPJ files will get detected, giving you an option to build from the ppj. So all you need is this PPJ file and if you don't have one there's a context menu item for "Create project files for Skyrim" that will create it for you. (You right click on the Data directory.) The menu option is also available in the Papyrus project explorer (click on the scroll icon) in that little icon menu that looks like a stack of lines.
  11. Compiling outside the CK is not a big deal. People do it all the time because PapyrusCompiler.exe doesn't care if the CK is running (it's just your usual command line compiler tool that just wants input files and outputs to files). So you can already do this now, but .... I'm working on this as we speak. I think I can get almost everything to autoconfigure in the simple case (just compile everything in Source\Scripts) and anything else will still be pretty easy. The closest I've come so far to making things easier is this https://www.nexusmods.com/skyrimspecialedition/mods/29491?tab=description but that was before I started working on the vscode extension source code. So now that I'm working on the source code for the extension itself, I'm hoping that I can just make that whole template and guide totally unnecessary and obsolete. Everything will just be auto-configured for you. (I'd probably be done by now but I'm having to learn TypeScript, node.js and the funky API for vscode so it's taking longer than usual.)
  12. As for 1, builds can already be done now that same way just using vscode build task configuration and that ability wouldn't be removed by the extension so that's not really a problem. VSCode lets you set up build tasks and dependent build tasks so all of that can already be done. All I was talking about was some easy auto-configuration of builds for people who aren't familiar with the sort of advanced stuff you're describing. As for 2, the debugger support already exists. It looks like this: I'm not sure if all data inspection features fully work in SSE but breakpoints work and the stuff you see above all works. This tells you how to set it up https://www.nexusmods.com/skyrimspecialedition/mods/29491 (scroll all the way down)
  13. I wasn't aware of it until I checked but it looks like you can select columns/rectangles with Shift-Alt and the mouse, or Ctrl-Shift-Alt and the arrow keys. Looks like there are some extensions for aligning text into columns. Looks like this: The local variables thing is actually already supported in the code browser thing. Looks like this: (oops looks like I can't insert images)
  14. Well it's not really mine (I'm just a contributor) but yes currently you can compile without ever opening the CK, however you'd have to set it up yourself right now (or use the template I linked to a couple of posts ago). The CK just runs PapyrusCompiler.exe anyway so it's no big deal to just run the compiler. So right now if you downloaed vscode-papyrus and that's it then you'd have to learn to set up build tasks on your own. Using the project template (https://www.nexusmods.com/skyrimspecialedition/mods/29491) this is done for you in the template but there's the extra template to download. The goal is to get it where the extension creates the project files for you in one shot so everything is as easy as possible. Right now the extension actually works better with FO4 than Skyrim because most of the interest has been coming from FO4 modders so they supplied the most feedback. But unfortunately there are some differences between the features for FO4 and SSE PapyrusCompiler and the way the games organize their source files (with SSE wanting to throw everything in the same directory). The big decision I'm trying to make, and convince others of, is which of these ways the build stuff should be implemented for SSE. (The main pieces of information that need to be supplied to the compiler are the Sources directory, files to be compiled, and the Imports directory, files that can be extended etc by your own code.) Place Sources and Imports in the vscode configuration (where they can go in the workspace config). This means editing the workspace-code file to add sources or imports but usually the defaults would be fine for most. Put Sources and Imports in the tasks.json but I don't know how hard it would be to pull that info out for the language server (intellisense etc) especially since you could have more than one build task. Put Sources and Imports in a PPJ. No modifications needed for language server, should work OK even with multiple PPJ files (I think). Not sure what other issues might come up.What this really boils down to is would Skyrim modders like to be able to use PPJ files to configure the compiler like FO4 modders can? This explains what PPJ files are and how they work https://www.creationkit.com/fallout4/index.php?title=Papyrus_Projects Right now I'm just kind of blocked on not getting any opinions from anyone modding for SSE on which solution they'd like best.
  15. Thanks! That's important to know because it's exactly the problem I'm working on solving with the vscode extension right now. Once I'm done you might want to check out the vscode extension. But right now the easiest I've made it is to supply this guide and template https://www.nexusmods.com/skyrimspecialedition/mods/29491 But the goal is to make the template totally unnecessary and make the guide almost unnecessary.
  16. I'm working on features for the vscode papyrus extension and could use some feedback on the extension. This will determine how much work gets done and what gets done so it's kind of important if you want improvements of any sort. Answering the poll questions is helpful enough but if you also have any feedback or other comments that would be even more helpful!
  17. Quick poll for people using vscode for Skyrim SE: If you could use PPJ files for configuring builds like Fallout 4 does, would you want this feature? (I'm currently working on eliminating the need for this template and moving all of the stuff the template does into the vscode extension, plus other features to make builds easier and more obvious to configure.)
  18. There was an issue with the template not having a PPJ file that was needed by the language server. Check the guide because the file needs editing. I updated the template and the guide, so if you were having any issues with symbols not being found when trying to use this check out the latest template version. (I'm planning to write some project generator code for the extension that will just generate this project template, but for now there's the template.)
  19. I rewrote and reorganized the guide because I thought it was a bit messy. It's a lot cleaner-looking now and hopefully much easier to follow. I also added a section about enabling Debug support.
  20. This guide is now obsolete! Everything is included in the extension now! just download vscode from https://code.visualstudio.com/ and type @joelday into the search box of the extension installer to install the extension. It now includes instructions for everything! I finally got this all set up the way I like so I wrote up this guide on how to do it. Basically this tells you how to: Use MO2 to keep your mod development files all in one place so they aren't mixed in with the game dirUse VSCode to edit Papyrus scripts, easily compile them, and jump to compile error locationsIncludes a VSCode project template with the needed configuration (you don't need to know anything about VSCode to start using it)Also includes instructions for setting up Debug support Click Here for the Guide and Template Short description: If you do NOT want to use MO2, here is a no-MO2 version of the guide. Screenshot of what you get:
  21. Lots of things like this have something that has become the "main forum" somewhere. I'm just wondering if this is currently SSE mod creation central or if it's somewhere else. Also, anyone know of discord servers dedicated to this?
  22. Thanks! I tried installing that but the one I downloaded seems to be for an earlier version of the CK or something. I'll search around and see if I can find the right one. Edit: unfortunately it seems like it's not supported anymore. https://www.nexusmods.com/skyrimspecialedition/mods/20061?tab=posts
  23. I was trying to go through some tutorials and I've noticed that I seem to have a lot of problems with the CK crashing. It's crashed with a null pointer exception once or twice (not sure what caused it) and most frequently it has crashed silently when trying to resize the render window. And I've barely even started using it. Is this typical? I mean I understand this is still essentially an internal development tool that was never intended to be a polished consumer-facing product but the number of crashes I've seen in a short period of time is rather discouraging. If this is typical I'm not sure how anything ever gets created with the creation kit. Is my system just odd somehow? It's just the latest windows 10, nothing terribly unusual. If anyone has any tips or ideas for me please let me know. Someone told me to put this in the ini so I'm going to try that: [Audio] bEnableAudio=0Just to be clear yes I'm using the SSE version of the kit downloaded with the Bethesda launcher, not the one in the tools section on steam.
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