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Compiling Script Error


AdmiralScorpii

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Alright, this problem has been happening to me ever since I first started using the mod buddy. Every time I try to build a solution, I always get the following error message:

Error	1	The "CompileScripts" task failed unexpectedly.
System.IO.DirectoryNotFoundException: Could not find a part of the path 'C:\Users\user\Documents\Firaxis ModBuddy\XCOM\Vigilo Confido\Vigilo Confido'.
   at System.IO.__Error.WinIOError(Int32 errorCode, String maybeFullPath)
   at System.IO.FileSystemEnumerableIterator`1.CommonInit()
   at System.IO.FileSystemEnumerableIterator`1..ctor(String path, String originalUserPath, String searchPattern, SearchOption searchOption, SearchResultHandler`1 resultHandler, Boolean checkHost)
   at System.IO.Directory.GetFiles(String path, String searchPattern, SearchOption searchOption)
   at Firaxis.VisualStudio.Tasks.XCOM2.CompileScripts.Execute()
   at Microsoft.Build.BackEnd.TaskExecutionHost.Microsoft.Build.BackEnd.ITaskExecutionHost.Execute()
   at Microsoft.Build.BackEnd.TaskBuilder.<ExecuteInstantiatedTask>d__20.MoveNext()	C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\Binaries\Win32\ModBuddy\Extensions\Application\XCOM2.targets	110	6	Vigilo Confido

It does the same thing when I do the default example mods every time. I did a full reinstall of the tools and SDK and it still always happens. The only way I've been able to build my mod has been setting the XCom UserPath to C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\ rather than C:\Program Files (x86)\Steam\steamapps\common\XCOM 2 SDK\XComGame

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I assume that the path 'C:\Users\user\Documents\Firaxis ModBuddy\XCOM\Vigilo Confido\Vigilo Confido' exists?

 

If you get that error even when compiling non-'Vigilo Confido' projects that looks kinda odd.

 

What happens if you make a file search on your XCom2 and XCom2SDK folders, filtering for *.ini files and those containing 'Vigilo Confido' or whatever that mods package name is?

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I assume that the path 'C:\Users\user\Documents\Firaxis ModBuddy\XCOM\Vigilo Confido\Vigilo Confido' exists?

 

If you get that error even when compiling non-'Vigilo Confido' projects that looks kinda odd.

 

What happens if you make a file search on your XCom2 and XCom2SDK folders, filtering for *.ini files and those containing 'Vigilo Confido' or whatever that mods package name is?

Searching Vigilo Confido in the SDK gives me 2 of each file that's contained in the mod that contains the words "Vigilo Confido."

 

s#*&#33;, the reason for the 2 files was I had the UserPath in the wrong location. Whoops. Regardless it's still showing the same error

 

I did some looking around and C:\Users\user\Documents\Firaxis ModBuddy\XCOM\Vigilo Confido\Vigilo Confido doesn't exist. C:\Users\user\Documents\Firaxis ModBuddy\XCOM\Vigilo Confido does

Edited by AdmiralScorpii
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Well I solved the previous problem, but now i get this failure but no error message or expanation:

Execution of commandlet took:  7.54 seconds
	Done executing task "CompileScripts" -- FAILED.
Done building target "Build" in project "Vigilo Confido.x2proj" -- FAILED.
Done building project "Vigilo Confido.x2proj" -- FAILED.

Build FAILED.
========== Build: 0 succeeded or up-to-date, 1 failed, 0 skipped ==========

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This happened to me as well.. for nearly a week before i decided to hump into the process with a sledgehammer.

 

Somehow, ModBuddy & SteamLauncher references were looped into the valid access pool using the exact MOD names found in x2proj declarations. What this does is a knockout tagging function where every further BUILD attempts would simply try processing any newly edited files assuming the past Mod-Title(s) versions are still active -- thus protected.

 

The only thing that worked for me was to delete all instances of the borked MOD everywhere (while preciously keeping copies of the essential files as backup in some isolated folders) the old name existed. Then, start fresh from scratch with a brand new project RE-NAMED. Add the backup "files", verify anything, rebuild solution -- done.

 

So your "Vigilo Confido" must be changed for "Vigilo Confido2"... for example.

 

Sadly though, the old naming principle (ID & tags) is now off-limits and should never be used again -- unless you enjoy being spammed by continuous "FAILED!" :wink:

 

*** PS; Note a new HotFix is now live. Maybe they resolved such issues.

Edited by Zyxpsilon
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This happened to me as well.. for nearly a week before i decided to hump into the process with a sledgehammer.

 

Somehow, ModBuddy & SteamLauncher references were looped into the valid access pool using the exact MOD names found in x2proj declarations. What this does is a knockout tagging function where every further BUILD attempts would simply try processing any newly edited files assuming the past Mod-Title(s) versions are still active -- thus protected.

 

The only thing that worked for me was to delete all instances of the borked MOD everywhere (while preciously keeping copies of the essential files as backup in some isolated folders) the old name existed. Then, start fresh from scratch with a brand new project RE-NAMED. Add the backup "files", verify anything, rebuild solution -- done.

 

So your "Vigilo Confido" must be changed for "Vigilo Confido2"... for example.

 

Sadly though, the old naming principle (ID & tags) is now off-limits and should never be used again -- unless you enjoy being spammed by continuous "FAILED!" :wink:

 

*** PS; Note a new HotFix is now live. Maybe they resolved such issues.

So this means I'm going to have to upload an entirely new version onto Steam, assuming this works. Ugh

 

EDIT: Nope, didn't work. Still getting the exact same issue

Edited by AdmiralScorpii
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Then, that surely means another issue has caused ModBuddy to isolate that x2project wherever essential "packaging" processes can't detect anymore. As for a proper diagnostic, it's fairly hard for anyone to determine except by.. you carefully examining LOGs or other tracing factors that may hint on flawed scripting steps.

It may also be a buggy SDK installation or borked resources in the folders structure ( tried verifying yet?! ) , IMO.

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  • 1 month later...

Hello AdmiralScorpii, I currently have the same problem as you had and I'm wondering if you have figured out what was wrong ? I hope for you since more than a month... :smile:

Edit : Found out, thanks to Zyxpsilon, for me the error occured because the SteamLibrary was at the root of the Harddrive. I had to create a folder 'Games\' in front of the path in order to had it worked. The name of the solution and the project ( so the Mod name ) wass corrupted so had to rename it also as it was said.

Edited by Kunjo
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