Jump to content

Creation Kit Complilation issues VSCode mismatch


u7ndertow

Recommended Posts

Hi there,

 

I'm attempting to use VSCode with Joel Day's Papyrus extension. Having the syntax highlighting and intellisense is critical for me. The extension seems to work fairly well, however I have some questions about how development in an external editor works with the creation kit. There have been many occasions where I am building a Quest script, or a TopicInfo script, where the Papyrus extension compiles, but the scripts within the creation kit fail compilation.

 

Here is a simplified example of my script:

 

Scriptname UNDR_CrazySituation_Quest1 extends Quest

;BEGIN ALIAS PROPERTY Svana
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_Svana Auto
;END ALIAS PROPERTY

;BEGIN ALIAS PROPERTY Haelga
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_Haelga Auto
;END ALIAS PROPERTY

AnotherModScript Property anotherModScript auto

 

 

Because I've defined imports in the .ppj file on the vscode file, it knows what AnotherModScript is, and is able to compile and generate the pex file properly. But if I have this same script on the Creation Kit side, it can't seem to figure out what AnotherModScript is, and it fails compilation. My plugin in the creation kit has AnotherModScript's plugin as a master. From the data window I have both my plugin and theirs checked (mine set as the active file) It should be able to identify the type, but it fails giving a unidentified type error.

 

1) In order to reference another mod's scripts from the creation kit, is the only step required to have the other mod as a master to your plugin?

 

2) When creating a Topic inside a Quest from the creation kit, there are Begin and End fragment sections that I can build scripts for. Is it possible to build your script independently of this, such that my class could define what the Begin and End events do, without having to "hook it up" in the advanced section of the fragment? Is it possible to have Begin and End functions that aren't named Fragment1, Fragment2, etc?

 

3) Is there a safe way to rename a quest script? My quest has a script named QF_UNDR_CrazySituation_02000DC9. I think the creation kit may have generated this name. I have tried deleting it over and over again to no avail, it will not die. In SSEEdit what is the safest way to remove all references to this monstrosity of a quest name so I can send it to valhalla.

 

Appreciate any and all insight, thanks.

 

 

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...