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Question about compiling a script?


Guest deleted2027229

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Guest deleted2027229

Is it true that a script will only compile if all 10'000 source files have been extracted from the source.RAR? I can compile scripts fine if I unzip the entire source archive, but if I just extract the single source file I need and try to compile that, then it won't work. I'm just curious why you need all source scripts even if you only want to compile a single script.

Edited by WanderRA
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You don't need ALL. What you need is the chain of scripts that the one you are compiling requires.

 

Example, you want to compile a script that extends ObjectReference which in turn extends Form.

You will need your script, the ObjectReference script and the Form script.

If any function or event on your script calls upon a function or event on another script like Game or Actor, those scripts would be needed as well.

 

You can pay attention to the compiler error log and slowly retrieve the individual script source files as needed. Once you get one needed file, the compiler will complain about the next missing thing. Locate that and keep repeating the process until it compiles.

 

The alternative and easiest route is to simply retain all the source files provided by the game and only copy over any required source files from mods.

 

Basically, as the compiler goes through your script, it reaches out to confirm that the functions, events and variables you are referencing are actually present in the specified locations. And if they are present, it confirms that any functions, events and variables called within are also present. The process continues until there are no more referenced functions, events and variables. At which point the script gets compiled unless there is some other error present.

 

SKSE has modified most if not all of the top level scripts, you could try compiling with the SKSE source files alone and none of the others. If may work for basic stuff.

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Guest deleted2027229

You don't need ALL. What you need is the chain of scripts that the one you are compiling requires.

 

SKSE has modified most if not all of the top level scripts, you could try compiling with the SKSE source files alone and none of the others. If may work for basic stuff.

Useful to know, thanks.

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@OP

 

Google inheritance with Object Oriented Programing. Any language those rules will apply to papyrus too. Since the papyrus hierarchy is just that... a group of object with inheritance. Then if you really want to push it, google polymorphism.

 

Then you will truly understand what is going on hehehehehe and write the correct code. Just chasing this extends this so this compiles will not really help you understand what going on.

 

Plus why not upack all, it has a dedicated folder? Plus not unpacking all is not a good idea and will cause unforeseen future problems, but it not a crime to be stupid.

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Let me explain further, if you use a lightweight editor like Visual Studio Code or Sublime Text with correct packages for Skyrim Papyrus so it has lintering.... it is going to be a f*#@ing nightmare for you, but it not a crime to stupid...

 

Lintering is spell checking your code will compile while you write it.... let me emulate it for you

 

wrong

wrong

wrong

wrong

wrong

wrong

Forever until you unpack all the code.

 

Even when you code is correct you will get an error because the inheritance hierarchy is not unpacked correctly.

 

All that before you even get to your first compilation of your maybe correct code. Unpacked it and get one or both of those editors with the correct packages

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