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How to save script for mods


Amczek

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I spent all free day (or almost two days, 28 hours in total, two days WITHOUT turning PC off ) with scripting my first more leveled mod but when I restarted computer (all was saved before and mod was working just fine) all spaces where script should be have horrid ;Code not loaded

I haven't changed place where scripts are stored, in Skyrim.ini and Skyrimeditor.ini were no changes (all mods are in Scripts/Source/Merged)

They are now not working in game (quest ins not starting nor progressing) and the CK gives me ;CODE NOT LOADED message everywhere.

 

I copied all scripts (not cut!) to different folder where I keep backup of voices, lip files etc but they are the same (size, time etc) as those in folder.

 

What now? 20 hours are fully wasted since I have to start from the scratch but how to prevent it?

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The source scripts have to be IN the source folder or else the CK will not load up the script and you will get that error every time. So place your scripts in the Scripts/Source folder directly.

 

The in-game scripts don't require the source to work so the pex need to be placed in the regular Scripts folder. If put in a BSA then they need to be put in these same directories if not it won't be read. Though if you don't want to include your source you don't need to only the pex are required to make the scripts run in game.

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I haven't moved them in the first place. I changed in Skyrim.ini

sScriptSourceFolder = "Data\Scripts\Source\Merged"
I copied files from Merged folder then (not overwriting them) but still no luck. CK doesn't show anything.
I tried making very simple quest to make 2-3 scripts only. I checked where they are and copied them just in case to desktop. They worked in game.
After rebooting my PC they are where they were but CK gives me ;CODE message now. I copied them to Source and Source/Merged - no luck again.
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Why would you ever change ... sScriptSourceFolder = "Data\Scripts\Source\Merged"

Also, that setting isn't in the Skyrim.ini ... it's in the SkyrimEditor.ini

 

[Papyrus]
sScriptSourceFolder = "Data\Scripts\Source"
sScriptCompiledFolder = "Data\Scripts\"

sCompilerFolder = "Papyrus Compiler\"

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I've had one of those, too.

 

First thing you need to find your source files and see if the CKit saved them as something like this

Scriptname QF_012345678 Extends Quest Hidden

Function Fragment_1()
; CODE NOT LOADED
EndFunction

Function Fragment_7()
; CODE NOT LOADED
EndFunction 

...

Because this can happen indeed! In this case, of course, Creation Kit will "rightfully" show "; CODE NOT LOADED" in script fragment GUI panes.

 

And the only way to roll it back, once it happened, is to restore the script sources from your own backup (or your head... but I hope you made a backup).

Edited by simtam
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