Shadeybladey Posted June 4 Author Share Posted June 4 1 hour ago, dylbill said: To compile that script, move it out of the Hearthfire folder and into Scripts/Source Starting 1 compile threads for 1 files... Compiling "BYOH_QF_DialogueDragonBridgeS_00052B90"... ...Source\BYOH_QF_DialogueDragonBridgeS_00052B90.psc(0,0): unable to locate script Quest ...Source\BYOH_QF_DialogueDragonBridgeS_00052B90.psc(7,24): unknown type referencealias ...Source\BYOH_QF_DialogueDragonBridgeS_00052B90.psc(12,24): unknown type referencealias ...Source\BYOH_QF_DialogueDragonBridgeS_00052B90.psc(17,24): unknown type referencealias ...Source\BYOH_QF_DialogueDragonBridgeS_00052B90.psc(22,24): unknown type referencealias ...Source\BYOH_QF_DialogueDragonBridgeS_00052B90.psc(28,18): referencealias is not a known user-defined type ...Source\BYOH_QF_DialogueDragonBridgeS_00052B90.psc(28,32): none is not a known user-defined type ...Source\BYOH_QF_DialogueDragonBridgeS_00052B90.psc(29,5): Stop is not a function or does not exist ...Source\BYOH_QF_DialogueDragonBridgeS_00052B90.psc(37,17): unknown type faction No output generated for BYOH_QF_DialogueDragonBridgeS_00052B90.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on BYOH_QF_DialogueDragonBridgeS_00052B90.psc Link to comment Share on other sites More sharing options...
Shadeybladey Posted June 4 Author Share Posted June 4 21 minutes ago, scorrp10 said: Now, I have to say one thing - it is a VERY bad idea to recompile scripts that are not part of your mod. Yeah, I asked earlier if the DLC scripts are in the bsa files. If it had worked, I'd have deleted the pex file. I am just testing as the Compiler fails every time, including my own scripts, although they work fine in-game. But as you can see from the previous post, even that HearthFires script failed. And, as I said in my original question, the Papyrus Script Manager will not open at all. I am at a complete loss. This means I won't ever again be able to write a script? But why does Scripts.rar have broken scripts that will not compile? Cheers Link to comment Share on other sites More sharing options...
PeterMartyr Posted June 4 Share Posted June 4 HOW TO INSTALL THE SCRIPTS RAR and make your set up ready to compile scripts delete the existing Script Folder if it exists ALWAYS and start fresh Unpack the archive to Data Folder Move the Contents of the Three DLC Folders to the Source Folder According to the load order and overwrite ALL conflicts DawnGuard PSC HearthFiires PSC DragonBorn PSC NOW the DawnGuard HearthFire and DragonBorn Folders previously containing the DLC PSC should be empty and safe to delete Now install SKSE if you use it OverWrite All conflicts too important nothing must now OVERWRITE THE above scripts (within reason see # 15) NOW SKYUI SDK if you use it NOW extenders like PapyrusUtil JContainers etcetera things like UIExtension or NetImmerse Override or RaceMenu or SkyUILib MODS YOU HAVE HAS MASTERS if the MOD makes edit to vanilla scripts, overwrite OFC... but be wary of badly packed mods too, trust no one Any changes or mistakes mean start again from DELETE the existing script Folder not add to it Lets get the SOURCE FOLDER IN WORKING ORDER MATE... OFC ignore what do not use ... but it is not simple as you think is it ??? by reading the Error Message I 100% know you have NOT UPACKED it CORRECTLY, baby steps get the sources right or nothing DLC related will compile, which is what is happening to you Quote Starting 1 compile threads for 1 files... Compiling "BYOH_QF_DialogueDragonBridgeS_00052B90"... ...Source\BYOH_QF_DialogueDragonBridgeS_00052B90.psc(0,0): unable to locate script Quest and But the psc file IS there. The Source file, BYOH_QF_DialogueDragonBridgeS_00052B90.psc, is in C:\Steam\steamapps\common\Skyrim\Data\scripts\Source\Hearthfire unable to locate the script your trying to compile, what is it doing in the hearthfire psc folder ??? Link to comment Share on other sites More sharing options...
scorrp10 Posted June 4 Share Posted June 4 Getting the Creation Kit - I am not sure what version you got,, but on Steam, in Library, dropdown under 'Home', be sure to check 'Tools'. If you have Skyrim LE, the 'Skyrim Creation Kit' should be in your library - you need to install it from there. After that, all I did was make the changes as recommended here: Creation Kit Fixes It is still way worse than CK Platform Extended for SSE, but it works. Speaking of which: I often compile scripts in CK for SSE, and the resulting pex files work just fine under LE. Link to comment Share on other sites More sharing options...
AaronOfMpls Posted June 5 Share Posted June 5 2 hours ago, scorrp10 said: Getting the Creation Kit - I am not sure what version you got,, but on Steam, in Library, dropdown under 'Home', be sure to check 'Tools'. If you have Skyrim LE, the 'Skyrim Creation Kit' should be in your library - you need to install it from there. Yup, the LE CK is under Tools, while the SE CK is under Software. Spoiler Link to comment Share on other sites More sharing options...
PeterMartyr Posted June 5 Share Posted June 5 @scorrp10 @AaronOfMpls GUYs if look you at his unpacked scripts, it is a dead give away he is using the LE creation Kit, the version he requires, since he using an old win 7 PC, upgraded with Win 10 edu, 64 bit, which most probably, could not run Skyrim SE, the problem is he thinks he knows better... let's not confuse it further with unnecessary details like check your CK version when like I said it clear as day he using the right one, but using fixes is a good idea, I even already told him too, to see if it fixes it problem is can't set it up to compile with DLC, even after being how to fix it multiple time by different people...... he keeps getting side tracked by guy like you, to quote STAR WARS stay on target, once he got a set up that can compile, we look at the KIT and his Papyrus Manger Problem then... but do not place the cart before the horse please @Shadeybladey from the information you previously stated, which I repeated, you have the right version of creation kit, look up and set up the source folder correctly, like multiple people have told you too, stop ignoring that or guys that can help you will move on, My money on once he set it up correctly (Source Folder) ALL his problems will magically go away 1 Link to comment Share on other sites More sharing options...
Shadeybladey Posted June 5 Author Share Posted June 5 On 6/4/2024 at 11:21 PM, PeterMartyr said: unable to locate the script your trying to compile, what is it doing in the hearthfire psc folder ??? That's where it's always been. I've never messed with any of the original Skyrim or DLC scripts, so I don't care where they are. But when I moved that HearthFires script from Data/Scripts/Source/Hearthfire to Data/Scripts/Source, as suggested, I got all the error messages I posted above. Did you not see the error message at the top of the page? The Scripts.rar contains the Scripts directory structure and also DialogueViews, but I notice that the scripts are dated 2015, rather than 2012/13. I made my mods in 2013/14. I already tried copying the contents into Data/Scripts and Date/Scripts/Source, but it didn't help. I have not yet had a chance to follow your advice in the post I am quoting. With the newer Scripts, the CK does now take an enormous amount of time to list the scripts when I click on Compile Scripts, though But the Papyrus Script Manager will still not open at all, when it used to open and work perfectly in 2013/2014 when I made my mods. I have, of course, used the CK since then with no problem to add new Alchemy ingredients to my Alchemy mod, but I have written no new scripts. The CK itself still works to change forms etc, it's just no scripts will compile, including my own and those from other mods. I already recently verified the CK files and edited SkyrimEditor.ini to allow multiple Masters, and I don't get constant crashes, so I am not sure if those other fixes are needed. EG This is one of my scripts from my Sun, Moon and Star mod from 2013/14 (Hidden) and shows why I said the error message is utter rubbish because everything IS there and the mod and the script works in-game. The CK just cannot find them. The mod adds three Druid Spells, Starlight, Moonlight and Sunray, two quests, plus some other things. A disgraced Vigilant of Stendarr lies dead on the road from Riverwood to Bleak Falls Barrow. He carries a crumpled edict throwing him out of the Order, a personal journal and an Ancient silver mace. Reading his journal starts the quest (adds a player journal entry, map markers etc) and it works every time, with every new character. Equipping the mace shows the debug message on screen and the hidden perk is added to give bonus damage vs Undead, lycanthropes, ghosts and so on. This is the Script for the Ancient Silver Mace. One of my other mods is for making Ancient Silver weapons of all types (distinct from daggers and swords in-game) and Legendary Mithril. But as there is a unique Ancient Silver Mace in the "Sun, Moon and Star" mod, it needed it's own script: Scriptname _shb_SUN_SilverWepSCRIPT extends ObjectReference Perk Property _shb_SUN_SilverWepPerk auto Event OnEquipped(Actor akActor) akActor.AddPerk(_shb_SUN_SilverWepPerk) Debug.notification("Ancient Silver weapon equipped, +30 damage against Undead!") EndEvent Event OnUnEquipped(Actor akActor) akActor.RemovePerk(_shb_SUN_SilverWepPerk) Debug.notification("Ancient Silver weapon unequipped!") EndEvent But THIS is outputted by the CK if I move the pex file to my desktop (so it can't be overwritten), load the mod in the CK and try and compile the pcm script. CK Output: Starting 1 compile threads for 1 files... Compiling "_shb_SUN_SilverWepSCRIPT"... ..._shb_SUN_SilverWepSCRIPT.psc(0,0): unable to locate script ObjectReference ..._shb_SUN_SilverWepSCRIPT.psc(3,14): unknown type perk ..._shb_SUN_SilverWepSCRIPT.psc(5,28): unknown type actor ..._shb_SUN_SilverWepSCRIPT.psc(6,19): actor is not a known user-defined type ..._shb_SUN_SilverWepSCRIPT.psc(7,24): variable Debug is undefined ..._shb_SUN_SilverWepSCRIPT.psc(7,30): none is not a known user-defined type ..._shb_SUN_SilverWepSCRIPT.psc(10,30): unknown type actor ..._shb_SUN_SilverWepSCRIPT.psc(11,19): actor is not a known user-defined type ..._shb_SUN_SilverWepSCRIPT.psc(12,24): variable Debug is undefined ..._shb_SUN_SilverWepSCRIPT.psc(12,30): none is not a known user-defined type No output generated for _shb_SUN_SilverWepSCRIPT.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on _shb_SUN_SilverWepSCRIPT.psc It cannot find any thing at all, even though it's all there. This happens with every script I try. On 6/4/2024 at 11:21 PM, PeterMartyr said: HOW TO INSTALL THE SCRIPTS RAR and make your set up ready to compile scripts delete the existing Script Folder if it exists ALWAYS and start fresh Delete ALL the scripts from all the mods I have installed? The entire directory? No, I will not be doing that. I will back them up first. On 6/4/2024 at 11:21 PM, PeterMartyr said: Any changes or mistakes mean start again from DELETE the existing script Folder not add to it So it's important to actually delete the entire Scripts directory? How does the CK know that this has been done? Seriously. On 6/4/2024 at 11:21 PM, PeterMartyr said: Unpack the archive to Data Folder Move the Contents of the Three DLC Folders to the Source Folder NOW the DawnGuard HearthFire and DragonBorn Folders previously containing the DLC PSC should be empty and safe to delete Now install SKSE if you use it OverWrite All conflicts too important nothing must now OVERWRITE THE above scripts (within reason see # 15) MODS YOU HAVE HAS MASTERS if the MOD makes edit to vanilla scripts, overwrite OFC... but be wary of badly packed mods too, trust no one So, #14, mods that are masters, I have to re-install them, or just copy the scripts back in from my Backup? I never use Mod Manglers since UFO and another mod got screwed, and I do prefer to learn to know what I am doing. But I am very rusty! I tend to unzip in their own directory, keep that in a Skyrim Mods directory and install manually. So I should be able to find them, The only esm mods I have are: Campfire.esm ImmersiveContent.esm I use SKSE, of course, and my own mod to add coloured map markers (was on Legwon's page), SkyUI and Categorized Favorites Menu. It's no major problem to re-install SKSE and SkyUI, although I'll have to disable all the spurious error messages I get because of my coloured map markers. 17 hours ago, PeterMartyr said: from the information you previously stated, which I repeated, you have the right version of creation kit Yes, I already knew that, thanks. I've not changed anything on my install since I got the game and new PC in February, 2012, except for adding mods. And cleaning the official esm files. I do need a new PC now, though, as I want to play Skyrim VR and some newer games than Oldrim and the Neverwinter MMO. By the way, when I "upgraded" my computer to Win 10, I also quadrupled the RAM to 32 GB and added two 2 TB SSDs. Skyrim and the CK worked perfectly well with 8 GB RAM, a 250 GB SSD and a 2 TB spinning hard drive with Skyrim and the CK on the HDD. Thanks for trying to help, I know how frustrating it can be! I'll follow your advice and see what happens. Cheers! Link to comment Share on other sites More sharing options...
PeterMartyr Posted June 6 Share Posted June 6 I am aware you mod manually, this would be so easier with a mod manager and yeah you may need to reinstall some pex from installed mods too and I have no idea if you use SKSE as well, that why I over loaded it with heaps of info before... BTW OFC the unofficial patch is design to overwrite the PSC too but after SKSE (if installed (extra info)) EDIT what I do is I repack the script.rar for compiling DLC and then just installed the repack with a Mod manager, for ease and tracking what MODs with psc or pex files overwrite it, yeah I am a control freak OFC You also need to set up the KIT for Multiple Master, I use a Custom Editor ini, so validating the KIT does not remove my custom changes make this text file with this extension name SkyrimEditorCustom.ini then use windows notepad to open it and add this [GENERAL] bAllowMultipleMasterLoads=1 uGridsToLoad=1 [AUDIO] bEnableAudio=0 [Archive] SArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa, Skyrim - Shaders.bsa, Update.bsa SResourceArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, HearthFires.bsa, Dragonborn.bsa, Dawnguard.bsa it NOT in the Data Folder but in Skyrim Directory above it, where the CreationKit.exe is to be found.. your mod should now open in the KIT and you can compile from there and stop using the Papyrus Manager if you still have problems with it ?? ¯\_(ツ)_/¯, also look into creation kit fixers type TOOLs.. and JUST in case use a SKSE ini too, if you use that Link to comment Share on other sites More sharing options...
Shadeybladey Posted June 6 Author Share Posted June 6 11 hours ago, PeterMartyr said: I have no idea if you use SKSE as well... BTW OFC the unofficial patch is design to overwrite the PSC too but after SKSE You also need to set up the KIT for Multiple Master, I use a Custom Editor ini, so validating the KIT does not remove my custom changes make this text file with this extension name SkyrimEditorCustom.ini then use windows notepad to open it and add this... stop using the Papyrus Manager if you still have problems with it ?? ¯\_(ツ)_/¯, also look into creation kit fixers type TOOLs.. and JUST in case use a SKSE ini too, if you use that Well, I did say that of course I use SKSE. The SKSE.ini file is in C:\Steam\steamapps\common\Skyrim\Data\SKSE, is dated June, 2014, and contains: [General] ClearInvalidRegistrations=1 [Display] iTintTextureResolution=2048 [Debug] WriteMinidumps=1 [Memory] EnablePatch=1 Block1=512 Block2=256 DefaultHeapInitialAllocMB=768 ScrapHeapSizeMB=256 But SKSE should be installed before the Unofficial Patches? I'll have to check, but I don't think Arthmoor supports the original, separate patches anymore, nor the LE patch, USLEP or wtv it's called. I'm not sure if I can still get the separates, but I already have the most recent versions. As it was cheaper to get the original on CD and then the separate DLCs from Amazon than getting LE on Steam, I did that. So I still use the four separate Unofficial Patches. I also already said that I had already edited SkyrimEditor.ini to allow multiple masters, as some of my mods use all the DLCs, especially my Alchemy mod. But you're saying I should also make that Custom ini file so if I verify or reinstall the CK, those changes will remain? OK, cheers! With my Alchemy mod I can create new reagents from game items with a Dwemer Coherer model in my Player Home at Riverwood called "Dwarven Grinder". I also put one at the Mages Guild and a few Alchemist/Apothecary shops around the world. This takes things like "Raw Ore - Gold" and grinds it into "Ore Dust - Gold" as an Alchemy reagent, gets Bitumen from torches, Dust of Soul Gem from Soul Gems, Dwemer Grindings - Centurion Core and so on. But I never completely finished it so I could then make it work with LE and then SE. Making scripts is important because you can buy books of recipes, or steal manuscripts if you play a thief, which include info on location, climate and ecology as well as recipes. And when you read the book from inventory (not by picking up and putting it back), you learn the effects used in those potions. The Herbalist's Guide to Healing (Arcadia's Cauldron in Whiterun) Angeline's Aromatics Potion Guide (Solitude) Larcenous Elixirs (Herluin Lothaire of High Rock, Riften) The Witch's Curse - Anise's Field Notes (Witch across river from Riverwood) New books I have recently made include: The Old Wives' Apothecary The Old Hag's Guide to Cures (Markarth, The Hag's Cures) Thaumaturgical Tinctures (Student's Alchemy room at College of Winterhold) Ancient Alchemy - Rediscovered Reagents of the Dwemer (Archmage's Quarters, College of Winterhold) But I cannot make the scripts for learning the recipes! All the new reagents work and have the relevant effects, as they are made as COBJ at the Dwemer Grinder. With Experimenter III you can learn all four effects, but I want lower level Alchemists to learn the recipes from the books. I also have some multi-effect potions that can be made as named potions at the grinder as, unlike enchanting, you cannot name your own potions at the Alchemy station. Compile Papyrus Scripts... will open after a minute or so (the more recent scripts are slower) but the Papyrus Script Manager still does not open at all. So I cannot "stop using it if I still have problems with it". I cannot open it AT. ALL. Here's another script failure. I made a recipe for Philter of Feyblood, with three reagents, and four effects if you do not have the Purity perk. You can also make levelled potions at the Dwemer Grinder with no negative effects, depending on what level of Alchemy you have. There are 5 levelled potions it could make, depending on your Alchemy perks, Novice, Apprentice, Adept, Expert, Master. A fully perked Alchemist can make stronger potions at the Alchemy Table, but the Dwarven Grinder will make weaker, levelled versions with no negative effects if you are low level. Fortify Magicka Regeneration Fortify Magicka Weakness to Magicka Restore Magicka But it does not compile. Also, the Philter of Nightblade (the old Daggerfall style Illusionist/Assassin) recipe makes a potion of Restore Magicka Stamina Regeneration Bull Strength Fortify Illusion Weakness to Magicka (excluded with Purity Perk or if you make it at the Dwarven Grinder) Starting 1 compile threads for 1 files... Compiling "_shb_HP_NightbladeSCRIPT"... ..._shb_HP_NightbladeSCRIPT.psc(0,0): unable to locate script ObjectReference ..._shb_HP_NightbladeSCRIPT.psc(3,24): unknown type ingredient ..._shb_HP_NightbladeSCRIPT.psc(4,24): unknown type ingredient ..._shb_HP_NightbladeSCRIPT.psc(5,24): unknown type ingredient ..._shb_HP_NightbladeSCRIPT.psc(10,7): variable utility is undefined ..._shb_HP_NightbladeSCRIPT.psc(10,15): none is not a known user-defined type ..._shb_HP_NightbladeSCRIPT.psc(11,7): variable Debug is undefined ..._shb_HP_NightbladeSCRIPT.psc(11,13): none is not a known user-defined type ..._shb_HP_NightbladeSCRIPT.psc(12,33): ingredient is not a known user-defined type ..._shb_HP_NightbladeSCRIPT.psc(13,33): ingredient is not a known user-defined type ..._shb_HP_NightbladeSCRIPT.psc(14,33): ingredient is not a known user-defined type ..._shb_HP_NightbladeSCRIPT.psc(15,34): ingredient is not a known user-defined type ..._shb_HP_NightbladeSCRIPT.psc(16,34): ingredient is not a known user-defined type ..._shb_HP_NightbladeSCRIPT.psc(17,34): ingredient is not a known user-defined type ..._shb_HP_NightbladeSCRIPT.psc(18,34): ingredient is not a known user-defined type ..._shb_HP_NightbladeSCRIPT.psc(19,34): ingredient is not a known user-defined type ..._shb_HP_NightbladeSCRIPT.psc(20,34): ingredient is not a known user-defined type ..._shb_HP_NightbladeSCRIPT.psc(21,34): ingredient is not a known user-defined type No output generated for _shb_HP_NightbladeSCRIPT.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on _shb_HP_NightbladeSCRIPT.psc But those Ingredients and effects ARE known! I learn the recipe when I read it, and I can make the potion at the Alchemy table, AND at the Dwemer Grinder if I have the reagents in inventory. But the CK will no longer compile it. I might have to back everything up again, as I did in 2015, delete the entire Skyrim directory and reinstall everything? But I would like to try compiling scripts with those third party tools you mentioned, if you could remind me. Cheers! Link to comment Share on other sites More sharing options...
Shadeybladey Posted June 6 Author Share Posted June 6 Oh, by the way, I always show hidden files and file extensions, disabling them by default is criminally stupid and Bill Gitts has a lot to answer for, it's just a way of allowing malware and disguised viruses to run. I started with Win 3.11 and DOS 6.22 in 1994, and whenever I get a new OS I spend about a week making it look and feel like Win 98/XP, including opening directories in their own windows and making all windows display "Details" for every file. I don't need huge icons telling me if it's an image, video or audio file, I can tell from the extension. Cheers! 1 Link to comment Share on other sites More sharing options...
Recommended Posts