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CK compiling all but one needed file. Help.


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I'm trying to compile a certain script in CK. And how is it even possible to have this many errors within one failure to compile? 
Below is the list of 'reasons' it says why it refuses. 


C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\QF_ccBGSSSE034_WildHorsesQue_02000d65.psc(1,9): no viable alternative at character ':'
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\QF_ccBGSSSE034_WildHorsesQue_02000d65.psc(2,9): no viable alternative at character ':'
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\QF_ccBGSSSE034_WildHorsesQue_02000d65.psc(2,24): no viable alternative at character ':'
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\QF_ccBGSSSE034_WildHorsesQue_02000d65.psc(2,27): no viable alternative at character ':'
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\QF_ccBGSSSE034_WildHorsesQue_02000d65.psc(3,9): no viable alternative at character ':'
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\QF_ccBGSSSE034_WildHorsesQue_02000d65.psc(3,24): no viable alternative at character ':'
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\QF_ccBGSSSE034_WildHorsesQue_02000d65.psc(3,27): no viable alternative at character ':'
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\QF_ccBGSSSE034_WildHorsesQue_02000d65.psc(4,9): no viable alternative at character ':'
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\QF_ccBGSSSE034_WildHorsesQue_02000d65.psc(5,9): no viable alternative at character ':'
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\QF_ccBGSSSE034_WildHorsesQue_02000d65.psc(1,0): missing SCRIPTNAME at 'Source'
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\QF_ccBGSSSE034_WildHorsesQue_02000d65.psc(1,48): required (...)+ loop did not match anything at input '.'
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\QF_ccBGSSSE034_WildHorsesQue_02000d65.psc(1,0): Unknown user flag QF_ccBGSSSE034_WildHorsesQue_02000D65
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\QF_ccBGSSSE034_WildHorsesQue_02000d65.psc(6,0): missing EOF at '/'
C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\QF_ccBGSSSE034_WildHorsesQue_02000d65.psc(0,0): filename does not match script name: source
No output generated for qf_ccbgssse034_wildhorsesque_02000d65, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on qf_ccbgssse034_wildhorsesque_02000d65 

Straight to point since it's already a long story... Can someone help me figure this out?

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looks like a heap of typo's starting with line 1, LOL,  and going all the way to EOF (End Of the File) basically it is saying nothing is right, but the most important error is this

  On 2/3/2025 at 3:31 AM, ThomicStridon79 said:

C:\Program Files (x86)\Steam\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\QF_ccBGSSSE034_WildHorsesQue_02000d65.psc(0,0): filename does not match script name: source

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read it and tell me what is said?

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the complier cannot compile it if it cannot find it, even if the code syntax is 100% perfect. Then post the script if you are still having trouble, but fix that first, maybe it will compile ¯\_(ツ)_/¯ 

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Adding an auto generated script that been decompiled, to a quest  may be not be a good idea, if the new quest does not have the  Framework behind it. Yeah it will compile, just like it did for @scorrp10 but will it work?

For scripts like these, never edit the actual script, edit the quest, and it will be auto generated for you, it is decompiled so you can edit the quest. This is what it looks like in reality, notice all the warnings?

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For the game itself,  only thing that matters is that there are functions named Fragment_0 ...  Fragment_N  and they contain the requisite code.   All of that comment structure is needed exclusively by the CK itself so that it can recognize what code is in which fragment, and add additional fragments/alias definitions as needed.   

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@scorrp10 your assuming the quest alias and quest stages match the code.. I am assuming they got no idea else they would not be here HEHEHHEHE it compiled for me too, I certainly do have the the quest  or mod either, that not a guarantee it will work.. just pointing out playing with fire can burn you for the readers, and not to mess with auto generated scripts

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