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Skyrim SE quest dialogue scripts won't compile after the december patch


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I added more dialogue to RelatioshipsMarriageFIN quest before the skyrim december patch. In game, it all still works perfectly. But in creation kit, not a single script in this quest will compile now. Not the original ones or my own scripts. It seems to link the compile source to WICourierScript.psc, or to some null value which then somehow defaults to that courier script. I haven't done anything with that courier script btw.

Now I cannot continue modding since I do not know where I could correct this nor with what program to use. I mod with Creation Kit and correct problems with SSEE. Neither of these have anything I can use, at least not anything I can see.

My mod has taken me almost an year of work before the patch came, and now I tried continue the work but can't due to this problem, and it is unfinished as it is now. Starting anew just isn't possible because the amount of work required.

Only other mod I use is Unofficial Skyrim Patch, and my mod has that as a requirement also.

 

This is what the compiler says when I try to build:

Starting 1 compile threads for 1 files...

Compiling "TIF__0A70D27C"...

E:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\WICourierScript.psc(95,19): variable SKSE is undefined

E:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\WICourierScript.psc(95,24): none is not a known user-defined type

E:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\WICourierScript.psc(95,5): type mismatch while assigning to a int (cast missing or types unrelated)

E:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\WICourierScript.psc(98,24): GetNumItems is not a function or does not exist

E:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\WICourierScript.psc(98,38): cannot compare a none to a int (cast missing or types unrelated)

E:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\WICourierScript.psc(98,38): cannot relatively compare variables to None

No output generated for TIF__0A70D27C, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.

Failed on TIF__0A70D27C

 

This is the TIF script:

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment

;NEXT FRAGMENT INDEX 1

Scriptname TIF__0A70D27C Extends TopicInfo Hidden

;BEGIN FRAGMENT Fragment_0

Function Fragment_0(ObjectReference akSpeakerRef)

Actor akSpeaker = akSpeakerRef as Actor

;BEGIN CODE

Game.GetPlayer().AddItem(FoodMarriageMeal,2)

;END CODE

EndFunction

;END FRAGMENT

;END FRAGMENT CODE - Do not edit anything between this and the begin comment

Potion Property FoodMarriageMeal Auto

 

Any help solving this would be greatly appreciated.

 

EDIT: I finished checking all the other quests and their scripts that I have done or altered, all work perfectly except this RelatioshipMarriageFIN.

Edited by peolm
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Posted (edited)

I removed my mod, and I removed USP. Then I loaded only all game resources, and opened RelationshipMarriageFIN quest.

Then went to script tab, and opened QF_RelationshipMarriageFIN_00021382 script source and just hit BUILD.

And it still gave me the error like before. So, it's not any mod that is doing this.

I also tested Vanilla Creation Kit without the extended version, and no, still it doesn't work.

Would anyone here that is currently working on any mods test if they can recompile the aforementioned script. I would just hate installing all anew just to test if my game is somehow corrupted. Because I'm beginning to think now that this is some creation kit bug.

Would be greatly appreciated if someone could help, as testing that if you already have creation kit installed wouldn't take long.

Edited by peolm
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I found the solution. USP broke my mod with their latest update by not taking in to a count that not all use SKSE. This is the script segment that broke it. I disabled few lines and all started working. Funny how bug in some script can bug out a totally different quest.

 

function GiveItemsToPlayer()

pWICourierItemCount.SetValue(0)

;USSEP 4.3.2 Bug #34138 - This segment has been revised because CC and VC content have used the courier but supplied no delivery dialogue for them and the notification of "something" being received is better than nothing.

;If SKSE is in use it will only show the generic message if nothing more is present in the courier's chest.

; int skseversion = SKSE.GetVersion()

; if( skseversion >= 2 )

; if( pCourierContainer.GetNumItems() > 0 )

; WICourierItemsAddedMsg.Show()

; endif

; else

; WICourierItemsAddedMsg.Show()

; endif

pCourierContainer.RemoveAllItems(Game.GetPlayer())

; USSEP 4.2.9 Bug #32768

RegisterForSingleLOSLost( Game.GetPlayer(), pCourier )

EndFunction

 

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1 minute ago, xkkmEl said:

Looks to me like your SKSE installation is broken.  I suggest re-installing it; take care to read the instructions since manual steps are likely required.

Nah, I didn't have SKSE to begin with. USP just didn't take that in to a count.

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I am still using USSEP 4.3.0a with my 1.6.1130 install, and the wicourierscript included in its .bsa  does not make the SKSE check.    But I did download the 4.3.2 version, and indeed, the script version in it has the SKSE check.    

I am not sure which mod organizer you use, and if your compiler looks into the bsa files - or if you extracted source scripts from USSEP bsa...    but yeah,  if you don't have SKSE, anythingthat references WICourierScript  will not compile like that.

All you really needed to do was extract vanilla source/scripts/wicourierscript.psc   from Data/Scripts.zip.   

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5 hours ago, scorrp10 said:

All you really needed to do was extract vanilla source/scripts/wicourierscript.psc   from Data/Scripts.zip.   

When the December Skyrim patch came, I first unzipped that script pack, then let all the script from Unofficial patch overwrite those, and finally let my own scripts do the same. Sure, there were a few things I needed to fix as my scripts were older than USP files. But I took USP as requirement to my mod, so I need to deal with these things when they come up.

Must admit I feel kind of stupid now only after hours of contemplating what is wrong I checked the WICourierScript. Somehow I didn't even think the possibility of the fix being as simple as removing SKSE code from it.😁

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@Scopa21 I am going to give @peolm credit, I do not think he unpacked USSEP bsa, but I am curious to know if using a Game Play mod manager  virtualization mechanism that

  • Virtualize the the Game Assets, that then
  • Virtualize the Creation Kit that also
  • Virtualizing the the Game
  • that is dirtying the water

@peolm what your set up mate

  • manual
  • NMM
  • Vortex
  • MO2
  • Wrye
  • Other

cos the authors of whatever your using need to know this is happening, BTW if it is Manual, Wrye or NMM, it all your fault do not unpack BSA, a correct set up would prevented this 

EDIT since he found the script to comment out the offending SKSE line does imply he unpacked it though.. 😂🤣😆😁

@peolm this 

E:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\WICourierScript.psc(95,19): variable SKSE is undefined

means that line of code stopping your script from compiling is to found in the WICourierScript at line 95 column 19, I be you a million dollars that what you commented out 

I wrote above while you writing as well, I now see your using USSEP as a master, yeah you did the right thing.. next time follow the compile errors rabbit hole, it is quicker than posting here

 

 

Edited by PeterMartyr
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3 minutes ago, PeterMartyr said:

@Scopa21 I am going to give @peolm credit, I do not think he unpacked USSEP bsa, but I am curious to know if using a Game Play mod manager  virtualization mechanism that

  • Virtualize the Creation Kit
  • Virtualizing the the Game
  • that is dirtying the water

@peolm what your set up mate

  • manual
  • NMM
  • Vortex
  • MO2
  • Wrye
  • Other

cos the authors of whatever your using need to know this is happening, BTW if it is Manual, Wrye or NMM, it all your fault do not unpack BSA, a correct set up would prevented this 

 

 

I must disappoint you, I don't use any mod managers... And I did unpack script sources from BSA, so that they overwrite the vanilla ones and then I alter them instead of the vanilla scripts if my modding needs it. That way my scripts won't overwrite USP fixes.

I am curious if there is a better way of doing this though. I am self taught modder and it wasn't easy decision to include USP to be a requirement, but the alternative of trying to fix myself all they fixed, was inconceivable.

I don't use mod managers because I use very few mods that I haven't done myself. I have Achievement enabler which isn't a mod as such, and then some graphics replacers. All the other things I want in the game I do myself. I have plans of releasing my mod in Nexus at some point, once I have made couple of playthroughs with it to iron out all the kinks. But I'm not really sure how popular it will be since it is so all over the place that no other mod that changes things will ever work with it. It will be kind of my take what the game should've been and how it should've worked in the first place.

Btw, that marriage script bug thing was such a bad thing for me because it includes a lot of new things like new set of dialogue and marriage possibility with Elisif the Fair.

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