Guest deleted2027229 Posted September 10, 2023 Share Posted September 10, 2023 Does the Skyrim CK need a custom shortcut to open and edit skse plugins (as per previous TES games) or does it work fine as is? If the former is the case how do I open the CK with skse? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted September 10, 2023 Share Posted September 10, 2023 An SKSE "plugin" is a DLL file that has been compiled using some other tool. I've never made one so cannot go into particulars beyond that. An ESM / ESP / ESL is a plugin created by the Creation Kit (sometimes xEdit). This type of plugin can have attached scripts which utilize SKSE. These plugins can be edited normally without any additional steps beyond making sure that all parent masters are present and if needed false flagging the parent masters as ESM files. Compiling scripts that use SKSE functions will require the SKSE PSC files to be present in the same folder as the base game scripts. If that information does not help, please feel free to go into further details. Link to comment Share on other sites More sharing options...
Guest deleted2027229 Posted September 10, 2023 Share Posted September 10, 2023 (edited) Thanks, just trying to edit a plugin that requires skse, I've added all vanilla source files, then the skse script/source files on top of that, and then the source files from the mod itself, and when I try to compile I get these errors - https://pastebin.com/3GmyCaYG Any idea what the problem is? Edited September 10, 2023 by WanderRA Link to comment Share on other sites More sharing options...
IsharaMeradin Posted September 10, 2023 Share Posted September 10, 2023 You have a variable xzUtil that is undefined. This means that you are using a variable that has not been properly declared. If you cannot figure out how to fix it, feel free to post the script code. Link to comment Share on other sites More sharing options...
xkkmEl Posted September 11, 2023 Share Posted September 11, 2023 (edited) It may also be that xzUtil is a missing global script... Some mods require a special "dev" package to compile. It's the case for example with SkyUI which has a companion mod containing scripts required for compiling but not for running the game. Edited September 11, 2023 by xkkmEl Link to comment Share on other sites More sharing options...
rkkn Posted September 12, 2023 Share Posted September 12, 2023 that is correct. it is indeed a global script, and the source for it isn't included in the mod CK and SKSE are separate mostly unrelated things. Editing a plugin is a separate matter, unrelated to your issue. It won't help you compile Papyrus scripts. But for completion's sake, plugin editing is done with a C++ editor and compiler, such as Visual Studio. Link to comment Share on other sites More sharing options...
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