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Opening the CK with SKSE?


Guest deleted2027229

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Guest deleted2027229

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?

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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.

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Guest deleted2027229

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 by WanderRA
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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 by xkkmEl
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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.

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