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Compiler error on scripts i'm not compiling...


Dantioch01

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Greetings, I hope someone can help with this strange error...

 

I have several scripts in multiple mods i'm working on, all compiled fine. In a couple I reference the FavorDialogueScript for a persuade check, which work fine in game. However since coming back to work on this mod these scripts no longer compile while having a property as the FavorDialogueScript, I get a stream of errors which the ones i see are in scripts i'm not compiling or referencing...the ones I can see are from Nether's Follower Framework:

 

Starting 1 compile threads for 1 files...
Compiling "TIF__05178BC7"...
D:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\FollowerAliasScript.psc(1111,2): variable ConsoleUtil is undefined
D:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\FollowerAliasScript.psc(1111,14): none is not a known user-defined type
D:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\FollowerAliasScript.psc(1115,2): variable ConsoleUtil is undefined
D:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\FollowerAliasScript.psc(1115,14): none is not a known user-defined type
D:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\nwsFollowerMCMExScript.psc(1088,6): variable consoleUtil is undefined
D:\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\nwsFollowerMCMExScript.psc(1088,18): none is not a known user-defined type

 

 

I've read a few posts on compiler errors and most are related to the source scripts location in SE, however as my own scripts work I doubt it's that - I can also see the FavorDialogueScript in the above folder.

 

So, I'm confused as to why I get errors from these mod scripts i'm not touching - and only when I try to access the vanila FavorDialogueScript... This suggests the compiler is trying to re-compile every script in the folder when accessing just one, which would mean i'd need to find whatever I'm missing to get Nether's scripts to compile to use any of the base scripts?

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When you compile a script, the compiler must follow the chain of functions to ensure correct syntax. If anything in the chain is missing, it will fail to compile and indicate where it went wrong. In essence, one of the scripts in the chain is referencing something on a script whose source file you do not have available to the compiler.

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Thanks for replying Ishara - I've read a lot of your posts over the last few weeks!

 

I understand what your saying, but help me out with my thinking - script compiles without issue, I add the FavorDialogueScript as a property, script doesn't compile with the above errors. So I'm missing how the scripts that are throwing out errors are being included in the chain, as the FavorDialogueScript can't be referencing Nether's scripts?

 

I'm probably missing something obvious...

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There is a connection between them somewhere, somehow. It may only be noticeable with the versions of the files you have on hand. If you are using a mod manager with a profiling system, you could try setting up a "clean" profile just for making mods. That way you only have the stuff you need to work with being added to the game rather than a plethora of mods getting in the way.

 

I couldn't say how they're connected just that that is what the compiler error is indicating. Now, best guess... in looking at the optional but recommended section in NFF (LL being one of its new homes) there are some mods. Just because they are optional, doesn't mean that you do not need them when the compiler runs down the rabbit hole of connected scripts. You probably need the ConsoleUtil / ConsoleUtilSSE mod for its source scripts.

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