Jump to content

Recommended Posts

Posted

Hi, i'm looking for a way to be able to open scripts added by mods, i can't seem to open them in CreationKit.

 

I'm looking to fix a conflict between two of my mods : Requiem + Forgotten Magic Redone,

 

To do this i need to open the scripts added by FMR to be able to identify the problem in order to fix it. But i can't find anyway to open the script, i can locate it in the magic effect of the spell in question, but can't open the script.

 

Any advice?

Beccy

Posted

If you cannot open a script in the CK, there are two causes

 

1. The mod author did not supply the psc source file(s)

2. The psc source file(s) are packed inside the mod's bsa file.

 

If 1 is true, there are some utilities that can convert the script into human readable form. But these conversions may not be useful for recompiling and may or may not be readable by the CK.

 

If 2 is true, you will need to extract the script's psc file from the bsa file. I use bsaopt but there are other options available.

 

In some cases it may appear that 2 is true but examination of the bsa indicates that 1 is actually true.

Posted
  On 2/14/2014 at 11:31 PM, IsharaMeradin said:

If you cannot open a script in the CK, there are two causes

 

1. The mod author did not supply the psc source file(s)

2. The psc source file(s) are packed inside the mod's bsa file.

 

If 1 is true, there are some utilities that can convert the script into human readable form. But these conversions may not be useful for recompiling and may or may not be readable by the CK.

 

If 2 is true, you will need to extract the script's psc file from the bsa file. I use bsaopt but there are other options available.

 

In some cases it may appear that 2 is true but examination of the bsa indicates that 1 is actually true.

Thanks Ishara, 2 was the case, but its not helped me much, i've found a way to test the script, but i've no idea how to edit it, and repack the script so i can test it. Turns out I'm utterly useless with scripting. Le sigh

Posted

Once the psc is in the source folder, you can go into the CK and on the form that has the script assigned right click on the script entry and choose to edit source.

 

Alternatively you can use a text editor like notepad++ to edit the script and then compile using either the CK's papyrus manager (under gameplay pull down menu) or set notepad++ up to use the CK's external compiler.

 

The CK wiki has plenty of information on both methods.

Posted

Thanks again Ishara, i had done all you suggested (Or so i thought/think) but i'm getting errors when i try to save the edited source, apparently its dependent on another file in the /Source folder, and even when that one is present it still doesn't want to save, i get a huge list of errors i don't understand. I don't think i'm cut out for this coding stuff.

 

Beccy

Posted

If the errors are when you compile, it is due to other source scripts that the script you are compiling relies upon not being present in the main source folder.

 

Depending upon the mod in question you may need to copy/paste the DLC source files from their respective sub folders into the main source folder along with any other source scripts from the mod in question.

 

If you do not have dlc source scripts, then you will need to verify the CK with Steam.

 

If this error exists when saving, then something is wrong. Because as far as I know such error is impossible when saving.

Posted

Seems its the development kit for SkyUI thats missing, thats another step along the path anyway :D thanks again Ishara, your genius has been much appreciated.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...