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Scripts.rar documentation


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Is there any official or semi-official documentation about the need to unpack the source scripts after installing the CK?

I can't seem to find anything anywhere other than as answers to people posting questions about why their scripts fail to compile. That seems like a glaring oversight and I'm considering editing the main Papyrus page on the CK Wiki to put a note about it somewhere. Any suggestions where? I'm tempted to put it at the very top of the page, even before the "Welcome to the Creation Kit Papyrus Reference" header. That should be the very first thing people do before even thinking of working with scripts.

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I have a couple of guides I wrote for myself explaining how I modded some of my more complex files so I don't forget how I did it. Scripts folder also was not always compressed. And you can make scripts for Skyrim without the existing ones. You only need the existing ones decompressed for compilation if you're doing bad things and editing the original scripts like my more complex mods do.

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No, you can't compile anything if you haven't unpacked Scripts.rar. Without the flag definitions and core scripts like Form, ObjectReference, etc. the compiler just fails.

 

I wasn't talking about editing or compiling the original scripts. The packing of the original scripts was done on one of the last CK updates (maybe the very last one) and most modders who wrote scripts at the time simply restored their old files or unpacked that file.

 

New threads are popping up (even from experienced modders who simply hadn't worked with scripts before) asking why scripts won't compile or core types are missing. One interesting variation is that people who've installed SKSE can compile things that only depend on scripts that it includes (which are many of the most important like Form, ObjectReference, etc.) and only run into problems when they try to use one of the others like Debug or Door.

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I don't know of anything Bethesda has said on the matter, but I'm not sure why that would be needed for the wiki edit. It's what we'd call "common knowledge" - everyone knows it works one way and not the other, and so there is no reason to cite it. Like saying plants are green because they have chlorophyll in them or something like that.

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I did a search for scripts.rar on the CK wiki. I got one hit. It was in relation to a note added to one of the non-English language version of the Hello World tutorial. I think it would be a good idea then to add something to the wiki somewhere about the need to extract the scripts.rar file.

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I had never looked at the errors page. That's a good place but I wonder if it's enough. The errors can actually appear as a CK pop-up dialog box not just the traditional error format. The error dialog says "The extends script does not exist, please pick one that does".

 

EDIT: I've put both messages on that page. At least it's documented somewhere now.

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I didn't even notice which game since it took me straight to the page and I was focused on the content.

 

Does the Fallout 4 CK still package the scripts in an archive?

 

EDIT: I've reverted that and put it in the right section.

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At some point, the CK automatically extracted some script archives for me, so I am not sure. There are, however, the DLC ones packaged in archives, in

  • ...Scripts\Source\DLC01\DLC01.rar
  • ...Scripts\Source\DLC02\DLC02.rar
  • ...Scripts\Source\DLC03\DLC03.rar

and the CK does not seem to extract those automatically, unlike the Base ones in

  • ...Scripts\Source\Base\Base.rar

So it would seem that the CK automatically extracts the Base ones, I think, at least. The thing crashed when it was doing that last time after an update (after it had said that a new version of Base.rar was found or something), so I am not sure if it would have extracted the DLC archives, too. I hope someone can provide more info.

Edited by Contrathetix
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