Combine99 Posted November 23, 2014 Share Posted November 23, 2014 (edited) 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 1Scriptname Bernard_Dismiss Extends TopicInfo Hidden;BEGIN FRAGMENT Fragment_0Function Fragment_0(ObjectReference akSpeakerRef)Actor akSpeaker = akSpeakerRef as Actor;BEGIN CODE(pDialogueFollower as DialogueFollowerScript).DismissAnimal();END CODEEndFunction;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 November 23, 2014 by Combine99 Link to comment Share on other sites More sharing options...
Terra Nova Posted November 23, 2014 Share Posted November 23, 2014 (edited) You gotta add the Quest property and name it "pDialogueFollower". Fill it with the dialogue follower quest. Then it should work. Edited November 23, 2014 by Terra Nova Link to comment Share on other sites More sharing options...
Combine99 Posted November 23, 2014 Author Share Posted November 23, 2014 (edited) That's the step after you compile the script which is what I'm having trouble with. i need to figure out why the script wont compile. Edited November 23, 2014 by Combine99 Link to comment Share on other sites More sharing options...
smashly Posted November 23, 2014 Share Posted November 23, 2014 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 Autoexample: ;;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment;NEXT FRAGMENT INDEX 1Scriptname Bernard_Dismiss Extends TopicInfo Hidden;BEGIN FRAGMENT Fragment_0Function Fragment_0(ObjectReference akSpeakerRef)Actor akSpeaker = akSpeakerRef as Actor;BEGIN CODE(pDialogueFollower as DialogueFollowerScript).DismissAnimal();END CODEEndFunction;END FRAGMENT;END FRAGMENT CODE - Do not edit anything between this and the begin commentQuest Property pDialogueFollower Auto After compiling don't forget to set the property value for pDialogueFollower. Link to comment Share on other sites More sharing options...
Combine99 Posted November 24, 2014 Author Share Posted November 24, 2014 (edited) 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 JogOnBernardNo 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 November 24, 2014 by Combine99 Link to comment Share on other sites More sharing options...
smashly Posted November 24, 2014 Share Posted November 24, 2014 (edited) 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 HiddenChange To Scriptname JogOnBernard Extends TopicInfo Hidden Edited November 24, 2014 by smashly Link to comment Share on other sites More sharing options...
Combine99 Posted November 24, 2014 Author Share Posted November 24, 2014 (edited) OH... MY... GLOB! I found the culprit, it was "mod organizer", the scalawag! It was putting all the new scripts into the overwrites bin. Thanks for your help guys, you helped me rout out the problem. Edited November 24, 2014 by Combine99 Link to comment Share on other sites More sharing options...
Combine99 Posted November 24, 2014 Author Share Posted November 24, 2014 (edited) 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 November 24, 2014 by Combine99 Link to comment Share on other sites More sharing options...
Terra Nova Posted November 24, 2014 Share Posted November 24, 2014 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 More sharing options...
lofgren Posted November 24, 2014 Share Posted November 24, 2014 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 More sharing options...
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