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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

1 hour ago, 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

read it and tell me what is said?

Spoiler
1 hour ago, ThomicStridon79 said:

filename does not match script name

 

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?

Spoiler
;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 0
Scriptname QF_Stables_00068D73 Extends Quest Hidden

;BEGIN ALIAS PROPERTY WhiterunHostlerBackup
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_WhiterunHostlerBackup Auto
;END ALIAS PROPERTY

;BEGIN ALIAS PROPERTY SolitudeHostlerBackup
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_SolitudeHostlerBackup Auto
;END ALIAS PROPERTY

;BEGIN ALIAS PROPERTY WhiterunHostler
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_WhiterunHostler Auto
;END ALIAS PROPERTY

;BEGIN ALIAS PROPERTY WindhelmHorse
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_WindhelmHorse Auto
;END ALIAS PROPERTY

;BEGIN ALIAS PROPERTY MarkarthHostlerBackup
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_MarkarthHostlerBackup Auto
;END ALIAS PROPERTY

;BEGIN ALIAS PROPERTY WhiterunHorse
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_WhiterunHorse Auto
;END ALIAS PROPERTY

;BEGIN ALIAS PROPERTY MarkarthHorse
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_MarkarthHorse Auto
;END ALIAS PROPERTY

;BEGIN ALIAS PROPERTY WindhelmHostlerBackup
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_WindhelmHostlerBackup Auto
;END ALIAS PROPERTY

;BEGIN ALIAS PROPERTY WindhelmHostler
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_WindhelmHostler Auto
;END ALIAS PROPERTY

;BEGIN ALIAS PROPERTY RiftenHorse
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_RiftenHorse Auto
;END ALIAS PROPERTY

;BEGIN ALIAS PROPERTY RiftenHostler
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_RiftenHostler Auto
;END ALIAS PROPERTY

;BEGIN ALIAS PROPERTY RiftenHostlerBackup
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_RiftenHostlerBackup Auto
;END ALIAS PROPERTY

;BEGIN ALIAS PROPERTY PlayersHorse
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_PlayersHorse Auto
;END ALIAS PROPERTY

;BEGIN ALIAS PROPERTY SolitudeHorse
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_SolitudeHorse Auto
;END ALIAS PROPERTY

;BEGIN ALIAS PROPERTY SolitudeHostler
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_SolitudeHostler Auto
;END ALIAS PROPERTY

;BEGIN ALIAS PROPERTY MarkarthHostler
;ALIAS PROPERTY TYPE ReferenceAlias
ReferenceAlias Property Alias_MarkarthHostler Auto
;END ALIAS PROPERTY

;BEGIN FRAGMENT Fragment_0
Function Fragment_0()
;BEGIN CODE
;CODE NOT LOADED
;END CODE
EndFunction
;END FRAGMENT

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

 

 

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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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