Jump to content

Animal follower scripts wont compile


Combine99

Recommended Posts

I'm at a loss here, I've tried everything I can think of but I just cant get even the first script to compile. I followed the tutorial word for word and the script always fails to compile, I've tried a version of the script provided by the video author and even the script cut directly from the dog follower and still no difference. my follower is a werebear and his name is Bernard and this is the script i'm using:

 

 

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname Bernard_Dismiss Extends TopicInfo Hidden

;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
(pDialogueFollower as DialogueFollowerScript).DismissAnimal()
;END CODE
EndFunction
;END FRAGMENT

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

 

 

That is the script I copied from the dog follower with the dismiss script renamed to "Bernard_Dismiss". The most annoying part is once I fail I go to try again and redo the last step but when I go the name the script it says that script already exist, so I go to add the script in and it cant find it.

Edited by Combine99
Link to comment
Share on other sites

The reason the fragment script wont compile is because your calling pDialogueFollower in the fragment and you have not declared what pDialogueFollower is.

 

As already mentioned by Terra Nova.

At the end of the fragment add

Quest Property pDialogueFollower Auto

example:

;;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 1
Scriptname Bernard_Dismiss Extends TopicInfo Hidden

;BEGIN FRAGMENT Fragment_0
Function Fragment_0(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor
;BEGIN CODE
(pDialogueFollower as DialogueFollowerScript).DismissAnimal()
;END CODE
EndFunction
;END FRAGMENT

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

Quest Property pDialogueFollower Auto

 

 

After compiling don't forget to set the property value for pDialogueFollower.

 

Link to comment
Share on other sites

I have that line in the fragment and it still wont compile here is what I get in the compiler output:

 

 

Starting 1 compile threads for 1 files...
Compiling "JogOnBernard"...
(0,0): unable to locate script JogOnBernard
No output generated for JogOnBernard, compilation failed.

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

 

 

I believe it cant find the script, but where would it be going? Another strange thing is that I can no longer use the name "BernardDismiss" for my script because it says it alreay exists so I search for it on the start menu and it comes up with nothing.

Edited by Combine99
Link to comment
Share on other sites

The script name is why it's failing now.

Going by the error the compiler is looking for JogOnBernard.psc and not Bernard_Dismiss.psc as posted in my example.

 

This line needs to have your script name:

Scriptname Bernard_Dismiss Extends TopicInfo Hidden

Change To

Scriptname JogOnBernard Extends TopicInfo Hidden
Edited by smashly
Link to comment
Share on other sites

The problem is when i create a new script in the creation kit it is sends directly to MO's overwrites folder so the creation kit can't find them and compilation fails. So how do I go about telling MO where these files actally belong?

Edited by Combine99
Link to comment
Share on other sites

I don't know, I don't use MO.

 

 

I'm going on a theory that MO edits SkyrimEditor.ini

 

So check there first and look for this:

 

 

[Papyrus]
sScriptSourceFolder = "Data\Scripts\Source"
sScriptCompiledFolder = "Data\Scripts\"
sCompilerFolder = "Papyrus Compiler\"
bPerforceEnabled = 0
iMinMemoryPageSize = 128
iMaxMemoryPageSize = 512
iMaxAllocatedMemoryBytes = 76800  ;75kb

 

If yours doesn't match, change the paths to match and see what happens.

 

If those do match, perhaps you need to poke around MO and look for a "settings" option or a "preference" option(common names for general options in most apps) and look for any suboptions that handle flie paths.

Link to comment
Share on other sites

You can't compile scripts from inside the CK when it is launched through mod organizer. You'll have to do one of the following:

 

1. Temporarily move your mod files into the appropriate folders in Skyrim/Data and launch the CK from outside Mod Organizer in order to compile your scripts.

 

2. Configure a text editor to compile scripts for you. This can be complex. Instructions are on the CK wiki and in the MO documentation. (You'll need to consult both.) I don't have the time to dig them up right now but you should be able to find them with a decent search.

 

3. Probably the easiest, use a third (fourth?) party program:

http://www.nexusmods.com/skyrim/mods/57656/?

Link to comment
Share on other sites

  • Recently Browsing   0 members

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