PeterMartyr Posted May 30 Posted May 30 I just wanna point out, that creating the script in creation kit through the object it is attached too will correctly extend the script, most times, I admit not in this case, since it extends SkyUI and leave creating them in advance to more experienced users, at this stage create them through the KIT @Qvorvm it is SkyUI, they just attached the SkyUI Alias for Player Load Game 1 ... 2 ... 3 ... 4 I know you have SKYUI SDK, make sure it's sources are correctly in place too You are doing well for your first script keep going.. do not be discouraged
Spartacus2211 Posted June 1 Author Posted June 1 (edited) Thank you for your inputs! I did extract the files of original SKYUI 5.1 and overwrote all files inside my Skyrim (LE) folder as suggested. I was afraid of doing so, bc my Data folder already contained some of those scripts, which were even bigger in size and newer, so I thought I will overwrite some mod-added stuff and didn't do this step before. But now I did it. Now my script compiler threw me far less errors, but still: Reveal hidden contents ReferenceAlias.psc(92,6): argument abfadeout is not specified and has no default value path\Data\scripts\source\ReferenceAlias.psc(104,6): argument abfadeout is not specified and has no default value path\Data\scripts\source\ReferenceAlias.psc(116,6): argument abfadein is not specified and has no default value path\Data\scripts\source\ReferenceAlias.psc(128,6): argument abfadein is not specified and has no default value path\Data\scripts\source\ReferenceAlias.psc(152,11): argument akkiller is not specified and has no default value path\Data\scripts\source\ReferenceAlias.psc(164,6): argument afxoffset is not specified and has no default value path\Data\scripts\source\ReferenceAlias.psc(164,6): argument afyoffset is not specified and has no default value path\Data\scripts\source\ReferenceAlias.psc(164,6): argument afzoffset is not specified and has no default value path\Data\scripts\source\ReferenceAlias.psc(164,6): argument abmatchrotation is not specified and has no default value path\Data\scripts\source\ReferenceAlias.psc(176,6): argument aktarget is not specified and has no default value And that is all. So my script does not appear anymore in the error log, which is nice. So I descided to search my ReferenceAlias.psc and I found it. It was opened in notepad++. (I have many opened files in notepad++.) I guess I wanted to check something somewhen back in time. Anyhow. I went here and copy-pasted the whole script from there into my opened copy in notepad++, hit on save and tried compilation of my mod script again. The error log stayed the same. What should I do with my ReferenceAlias.psc now? I thought about extracting the original file from the zip/rar-folder, but I guess I deleted it back in the day, when I extracted everything from it. And I really want to avoid downloading from steam again, bc this would definitely overwrite files, which I already overwrote and/or deleted for modding reasons. Edited June 1 by Spartacus2211
scorrp10 Posted June 1 Posted June 1 I already said in my prior post. This is NOT your ReferenceAlias.psc The problem is with ObjectReference.psc. I have no idea where you got the defective one, but you should be using ObjectReference.psc that is in Data\Scripts\Source in the SKSE64 download.
PeterMartyr Posted June 2 Posted June 2 I did check the guide when I first saw your post, it was LE, also I noticed the errors were orientated to LE paths, and I saw this now On 6/1/2025 at 4:04 PM, Spartacus2211 said: Skyrim (LE) Expand but for clarity sake, what the version of the Game and what's your modding method Manual Wrye and Wrye Project MO 32 bit OFC NNM Vortex Other I am not going to second guess how to repair it, since the procedure differs on the methodology BTW I am leaning towards manual cos of the overwriting comment, the script rar should never do that with a virtual organiser presay or wrye, let's forget about NNM
PeterMartyr Posted June 2 Posted June 2 BTW this On 6/1/2025 at 4:04 PM, Spartacus2211 said: here Expand is NOT the official SkyUI code, it is a fork https://github.com/Rukan/Grimy-Skyrim-Papyrus-Source/blob/master/ReferenceAlias.psc The SkUI Home Page: https://github.com/schlangster/skyui The SkyUI Wiki: (where the SDK is) https://github.com/schlangster/skyui/wiki The SkyUI API: https://github.com/schlangster/skyui/wiki/MCM-API-Reference WARNING: do not use these below use the SDK or reap what you sow The SkyUI psc source: https://github.com/schlangster/skyui/tree/master/dist/Data/Scripts/Source The Github Repository for SkyUI is Schlangster Now never do that again, set source files on Github is for professional coders only.. I am only telling you cos it is less harmful than what you are doing now, is that a deal?
Spartacus2211 Posted June 2 Author Posted June 2 On 6/1/2025 at 7:22 PM, scorrp10 said: [...] but you should be using ObjectReference.psc that is in Data\Scripts\Source in the SKSE64 download. Expand I'm on LE. And what does the word "use" here even mean? What am I supposed to do? You did read, that I'm a total noob to this, right? On 6/2/2025 at 6:36 AM, PeterMartyr said: [...] but for clarity sake, what the version of the Game and what's your modding method Expand LE with all DLCs. I guess it's called Legendary edition. Not sure about the version number, guess it's the newest. Manual install. I do use Wrye Smash but only for load order management, bashed patch and some mesh replacer installs. Everything else was manually installed. Thanks for the information! I wasn't aware of copy-pasting a fork. I did install SKYUI SDK 5.1 from Schlangster already 2 times. Should I reinstall SKYUI or one of it's scripts again? If I installed some mods earlier that possibly overwrote some SKYUI stuff I could make backup copies of my scripts before reinstalling something again, just to be sure if that breaks something on my end.
PeterMartyr Posted June 2 Posted June 2 Wrye Bash cool, ignore anything that you feel is non-applicable, but I will try to be concise copy the Script.rar to Wrye installers, place it at the top, install it ** see note manually install SKSE binaries to executables folder as you I know you do, (skip step this it is for the readers) extract the data folder from SKSE Archive place it on the desktop, then zip it, 7z it, etc.. your choice, call it "Skse pex and psc" or "Skse_1_07_03" move to the Wrye installers to install the SKSE pex and psc again for the readers, I know you have it, the SKSE INI goes here install the full SkyUI mod Install the SkyUI SDK treat them like mods, if anything overrides SKSE scripts panic... that should never happen, but SKSE should overwrites the Vanilla Script rar at this point, I would use the Wrye, clean the Data Folder Function extract your mod from where wrye place these cleaned file for save keeping example ~\Skyrim Mods\Bash Installers\Bash\Data Folder Contents (2025-06-02 19.36.55) either keep going has you always have when making mods or make a Wrye Project. that will install everything correctly to the data folder and automate the process, plus tell you if something gone wrong btw some other mods may also override the Script.rar an example is the Official Patch, but nothing override what is green, EVER, no matter how many mods are installed OFC I have other mods installed, but they out of scope, and I expect you too to have other things installed. If you never made a Wrye Project before, I would recommend to continue your back up system, while you learn to sync it and anneal it, or not use it at all, but basically sync pulls from the data folder, anneal pushes to the data folder, like a Git Program, that is why it called a bash. Ignore me if you are veteran https://community.unix.com/t/synchronization-between-2-shell-scripts/284439 https://www.atlassian.com/git/tutorials/git-bash Hope this solves your problem. And also make diagnosing problems easy, if something goes wrong. 1 2 3 4 Note ** this is just for Vanilia, post again when you need to handle the three DLC in compiling code, someone will explain it, that why they are missing in my last picture, my setup supports vanilla and the three DLC, and the psc all need to in that source folder overwriting each other correctly, but save that for another day, but I think by then you will work it out on your own. Note ** That why it is a zip file, it support all the DLC, I made it, yours should say Script.rar Baby steps, we fixed your setup, and cleaned your Data Folder.
scorrp10 Posted June 2 Posted June 2 On 6/2/2025 at 8:36 AM, Spartacus2211 said: I'm on LE. And what does the word "use" here even mean? What am I supposed to do? You did read, that I'm a total noob to this, right? Expand No matter. Base scripts are mostly the same. The word "use" here means your compiler is referencing that file in order to compile your script. So if you have a wrong version sitting in your scripts\source, you get compile errors. If you unzip whichever SKSE version is proper for your game, it has Data subfolder. Its contents needs to be copied to Data in your Skyrim install directory, and NOTHING should be overwriting those files.
Spartacus2211 Posted June 2 Author Posted June 2 (edited) Thanks for your detailed answers! I guess I will just do the following next: Overwrite the ObjectReference.psc in ma scripts folder with the fresh extracted original one from SKSE and try to compile my new MCM-stuff script again. Another interesting finding was the following. I used the Online Text Compare Tool to compare the original ObjectReference.psc (still unzipped, directly openend in notepad++ without unzipping thse skse.zip first) with mine. Turned out scorrp's first guess was correct: I DO have a Champollion decompiled version of the ObjectReference.psc in ma script folder and there are some differences in those two files. Due to the weird paragraphs in the online compare tool, I can't definitely say, where the differences are with a fast overlook on it, but the fact alone, that there ARE differences and scorrp nailed it with his first guess, I strongly guess we found the culprit. So reinstalling SKSE again should do the trick, I guess. I will tell ya 'bout dis, when I did it. Edited June 2 by Spartacus2211 better writing
Spartacus2211 Posted June 4 Author Posted June 4 (edited) Now I replaced the ReferenceAlias.psc in my source folder with the one from SKSE 1.7.3 and hit compile again. Much fewer errors this time: Reveal hidden contents ObjectReference.psc(27,7): argument afduration is not specified and has no default value ReferenceAlias.psc(152,11): argument akkiller is not specified and has no default value So I checked those two lines in my files. Line 27 from ObjectReference.psc: game.shakeCamera(game.getPlayer(), intensity) Line 152 from ReferenceAlias.psc: ActorRef.Kill() I also wanted to simply replace my ReferenceAlias.psc with the original one, but unfortunately that is one of the CK files in the scripts.rar, which I deleted after I extracted it years ago. Maybe I have a copy of those on an external hard drive, but I was hoping that someone would just point me to another direction or link, where I can just copy paste, or something like that. I am not sure, what I did to my CK files in the past. It wasn't much, but as I stated earlier, I remember to never ever want my Steam to download any game files for my Bethesda games and I also prefer to stick to my attempt of manual installation, since I already have everything installed, what I need (except not having a backup of those zipped original scriptfiles from he CK). If there is no other suggestion I will try to find dem ol' scripts.rar somewhere on a old external hard drive. Edited June 4 by Spartacus2211 typo, better formulation
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