Jump to content

[LE] Creating new Scripts in Creation Kit


Recommended Posts

I'm trying to create a new Script in CK, but it doesn't allow for that.

 

It always gives me the error "The extends script does not exist, please pick one that does".

 

I've already extracted Scripts.zip into the Scripts folder in skyrim/data, but that doesn't fix it.

 

I've emptied the folders directly into it, extracted the .psc files in with the .pex files, and moved the .xml files in there too. It doesn't fix anything, despite all the advice I've ever seen telling me it will.

 

Anyone know what needs to happen to make it work?

Link to comment
Share on other sites

Please double check your source file locations (PSC). They should not be mixed in with the PEX files. Default locations for PSC files are as follows:

All 32 bit Skyrim editions: Data > Scripts > Source > PSC files go here

All 64 bit Skyrim editions: Data > Source > Scripts > PSC files go here

The only non-PSC file that should be present is the single FLG file that was include in the scripts.zip / rar file.

 

If everything is in the correct locations, please post a screenshot that shows the CK window where you are setting up your script and the data that you are putting into said window.

Link to comment
Share on other sites

That did solve the "The extends script does not exist, please pick one that does" issue, as well as all of the errors it usually gives when I load Skyrim in CK.

 

Now, however, the script that I created is not accessible anywhere, and despite demonstrably not existing, whenever I try to recreate it, it says "That Script already exists, please choose a different name."

 

This is what it gives me:

Starting 1 compile threads for 1 files...
Compiling "Scriptthatexists"...
<unknown>(0,0): Unable to find flags file: TESV_Papyrus_Flags.flg
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\ObjectReference.psc(1,0): Unknown user flag Hidden
No output generated for Scriptthatexists, compilation failed.
 
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on Scriptthatexists

I've double checked, and all of the .psc files are where they belong, including ObjectReference.psc. I even deleted them all and re-extracted them, and it still gets confused at that step.

 

Edit: fixed it. For some reason TESV_Papyrus_Flags.flg was hanging out randomly in data/scripts and not in data/source/scripts, amd that broke everything.

Edited by darkwolf0218
Link to comment
Share on other sites

and uh, you should not have a data/source/scripts

it's supposed to be data/scripts/source

If you pay attention to their compiler error quote, they are working with Skyrim Special Edition which does indeed use Data > Source > Scripts by default.

 

There are some who feel that this change between versions was a "bug" and have changed their own setups to reflect LE. However, it is not necessary to do so. As long as one ensures that the PSC files that they need to work with are in the directory specified in the Creation Kit's INI file(s) then compilation will be successful.

Link to comment
Share on other sites

Yes, I have only ever used SE. I did fix it, though, and am in the middle of using the CK tutorials to build dungeons. It crashed the game a few times, but that's more to do with the fact that my GPU has the stability of a one-legged pirate on ice and often crashes the entire system.

 

AFAICT, all the questions have been answered and the problems fixed, so thank you.

Link to comment
Share on other sites

  • 3 months later...

Yes, I have only ever used SE. I did fix it, though, and am in the middle of using the CK tutorials to build dungeons. It crashed the game a few times, but that's more to do with the fact that my GPU has the stability of a one-legged pirate on ice and often crashes the entire system.

 

AFAICT, all the questions have been answered and the problems fixed, so thank you.

What did you do to solve it? I am having the same issue. Trying to search for GSQThief script but it's not showing up even though when I try to recreate it, it says the name already exists.

 

I am very new btw. Pex, psc, no idea what any of it means lol

Edited by gamedevjosh
Link to comment
Share on other sites

@gamedevjosh

darkwolf0218 was able to fix their particular issue after having discovered that their TESV_Papyrus_Flags.flg was in the wrong folder. Once they moved it, they could properly compile scripts.

 

PEX is the file extension of the compiled script. These are used by the game.

PSC is the file extension of the human readable script. These are used and for the more part created by the Creation Kit. Third party utilities can be used to write and compile papyrus scripts. However, the CK will still be needed to create script fragments (special functions) that can be used with perks, dialog and quest stages.

 

If you are new to scripting and creating mods in general, I recommend having the Creation Kit wiki on hand. It may not always explain things clearly and may often expect the reader to have some understanding of programming. Nonetheless, it is a good source of information. Just note that the Skyrim portion was mostly written with the 32 bit LE version in mind. While some of the obvious differences between SE and LE have been noted, there is always the chance that some things may need adjusted when working with SE.

 

Regarding the GSCThief script, this is not a base game script. It must therefore be provided by a mod. Not all mods provide the PSC form of their scripts. If you can find the PEX, it can be decompiled into a reusable and readable format using Champollion. There is a GUI option if you do not like working with command line text.

Link to comment
Share on other sites

 

What did you do to solve it? I am having the same issue. Trying to search for GSQThief script but it's not showing up even though when I try to recreate it, it says the name already exists.

 

I am very new btw. Pex, psc, no idea what any of it means lol

 

 

 

There no way you can code cold turkey, papyrus may not be syntax sensitive, so it is very very very forgiving.. but not that forgiving. See you if you can find a Skyrim Papyrus Hello World guide

 

EDIT I did it for you for use this

 

http://www.cipscis.com/skyrim/tutorials/beginners.aspx

 

Good luck, and a here something you may like to know, when Champollion decompile code, human being do not write code like that.... look at the Game and SKSE source code for the correct syntax options, it will make your code way more readable by others, this mainly effects parameters and blocks of code. Which I am aware is above your pay grade ATM, but keep it mind, try not copy the style of decompiled code. Study the source codes

 

 

And this will be weird but even on Creation Kit Wikki, the syntax does not look like the source code and I can prove it, with screenshots. But OFC it will still work, papyrus is very very very very forgiving, it is just harder for human beings to read it. Basically that way the wikki does it, is like microsoft office book for dummies, to avoid overwhelming the user. Study the source codes, use the wikki to see how well you understand it.

 

Do the complete Tutorial

  1. Papyrus for Beginners
  2. EditorIDs in Papyrus
  3. External Functions and Propertie
  4. States in Papyrus

More than once, until you understand it

 

Eventually you come across code in the source files that not on the WIkki, (trust me there heaps missing) hopefully by this stage, that will not be a problem for you. You trained yourself to work it out.

Link to comment
Share on other sites

  • Recently Browsing   0 members

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