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[LE] Quick Questions, Quick Answers


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I think you just need to blank out the two fragments before removing the script in the CK.

Delete ";CODE NOT LOADED", then hit the remove button.

Or maybe I didn't test this fully enough...

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Ha ha nope, tried that! Deleting ;CODE NOT LOADED does nothing in the long run. Remove Script does nothing in the long run. Tried that. I save, close, and reopen the quest. ;CODE NOT LOADED comes right back and so does the missing script. 

I'll tinker around with TESVEdit a bit more but I think there isn't much hope. I'll have to start all over, pretty much. 

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Tested it again on my end, and it does appear to work:

1- Delete the script .pex and .psc

2- Launch CK, blank out the fragment boxes, then remove the script, and save and exit.

3- Re-delete the script .pex and .psc (not sure how/why they reappeared).

4- Load it up once more in the CK.

5- Create new content for the fragment boxes, and save and exit.

I'm testing this with the LE version of the CK.

If it still don't work... double check the timestamps on your TIF script files and make sure the CK is able to write in the output directory (...\MO2\overwrite in my case).

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10 hours ago, xkkmEl said:

Tested it again on my end, and it does appear to work:

1- Delete the script .pex and .psc

Problem is, the corresponding .pex and .psc files are missing!

I got a brand new hard drive last summer, see. I had backed up all my .esps in the past, but hadn't backed up my Scripts folder, not since earlier in 2024 anyway. The .esp seems to be looking for scripts that are no longer there, see?

 I am just tinkering around in xEdit right now, and what worked for me was right-clicking in the area next to VMAD, and selecting Remove. That got rid of the main script (scripts tab) but the fragments were still there. I had to remove any instance of ;CODE NOT LOADED manually, and then remove the script fragment shell from each dialog. Hey, it's working so far! 

Tried typing GetOwningQuest().SetStage(x), since those don't require properties, and got error messages. But like you said, I can try configuring the timestamp next.

 

 

 

 

10 hours ago, xkkmEl said:

 

 

Edited by xenaclone
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Any idea what it means when I try to compile a script and I get ...

C:\"My game folders"\Skyrim\Data\Scripts\Source\ReferenceAlias.psc(random numbers): argument abfadeout is not specified and has no default value?
 

There are a bunch of error messages like that, the only difference is the random number parts. (92,6) or (104,6) are examples. 

 

EDIT: furthermore, the TIF icon does show up, but I get a message saying SCRIPTS: Cannot open store for class "TIF_randomnumbers", missing file?

At least I can open Edit Source. That's something new which wasn't working before.  

Edited by xenaclone
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The numbers are not random.  The first ones that you mention refer to the line number and character position where the 'error' can be located on the mentioned script.  The second one, is a record ID number that is incorporated into the topic info script name.

Since ReferenceAlias is a stock script, I suspect that you may need to extract the scripts.zip or scripts.rar file (depending on game version).  The scripts archive is provided by the Creation Kit rather than the game as PSC files are not used by the game.

Without seeing the code being compiled and the actual error result, replies can only be vague at best.

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20 hours ago, IsharaMeradin said:

 

Without seeing the code being compiled and the actual error result, replies can only be vague at best.

I understand. That's the problem though, I can't write any new code at all, not even a semicolon script, without that "ReferenceAlias" argument error showing up. C:\"My game folders"\Skyrim\Data\Scripts\Source\ReferenceAlias.psc(random numbers): argument abfadeout is not specified and has no default value? .... it tells me...

And if I click on the TIF icon (in the Scripts window) all I have to go by is "SCRIPTS: Cannot open store for class "TIF_randomnumbers", missing file?"

The old scripts no longer exist; technically I got rid of them all (and the corresponding .psc files which previously existed in the Source folder). Then I did the Scripts.rar trick, probably 3x by now. Removed all the old scripts, Extracted the contents of Scripts.rar into Data several times. 

Thanks for taking time out of your busy schedules, btw. Sometimes I forget to say "thanks". 

 

I've been trying AI as well, by the way. AI has helped me with some simpler tasks when I've recently gotten stuck. But the answers I get thru AI only confuse the heck out of me. 

 

 

Edited by xenaclone
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Look in your Creation Kit ini file and see what folder the CK is set to use for the PSC files.  Make sure your PSC files (all of them) are in that folder.  That is all I can think of at this point.  If all the PSC files are in the correct place and you still cannot compile, I do not know what the issue could be.

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Ok, something is very very wrong with your setup.   I take it you are doing it in LE since your default source directory is Data\Scripts\Source.    Now let's tackle that ReferenceAlias thing.
I am not sure where you are trying to edit the script code, but I rather assume it is a quest stage fragment.    And the quest likely has at least one Alias.   In this case, your quest fragment script is going to have properties of type ReferenceAlias.    In order for this type to be recognized, ReferenceAlias.psc  must be present in your source directory, and it clearly is.

As mentioned - those 'random numbers' are critically important  that is the line number where error occurs.   Looking at line 92 in ReferenceAlias.psc shows that it is in this function:

88	bool Function TryToDisable()
89		ObjectReference Ref = GetReference()
90	
91		if Ref
92			Ref.Disable()  
93			Return True
94		EndIf
95
96		Return False
97	EndFunction

So, we have an object Ref of type ObjectReference, which means you need to have ObjectReference.psc in your source directory - and you do, cause otherwise, you would get an error in line 89.    And in line 92, it calls the Disable function on this object.

So I open ObjectReference.psc and look for this function:

; Disables this object - fading out if requested
Function Disable(bool abFadeOut = false) native

Now, you see, its abFadeOut argument  DOES have a default value (false), which means this function can be called without specifying this argument.   However, for whatever weird reason, YOUR copy of ObjectReference.psc has this function defined as 

Function Disable(bool abFadeOut) native

Which means that yes, calling this function without an argument will result in an error.   The million dollar question is - where the heck did you get such a mangled version of ObjectReference.psc???   I just checked my LE install, and the Data\Scripts.rar file that comes with CK, does contain the proper version.   Did you run a Champolion decompiler on your  main source folder or something?   Because Champolion does not 'see' default parameter values, and if I decompile ObjectReference.pex, the resulting .psc has no default on the abFadeout.

So, step one would be to locate Scripts.rar in your Data directory, and decompress it, so that your Data\Scripts\Source has the original game sources.   Then, a good idea is to locate your SKSE download zip file, it should have updated versions of many game scripts - have them overwrite the original ones.

P.S. If, as you stated, you have indeed extracted Scripts.rar - either you are extracting it into the wrong place, or it fails to overwrite stuff already in there.
Go into your data\scripts\source, and delete EVERYTHING in there   (or move it elsewhere if you don't want to delete).   Make sure is is definitely empty.    Then, upack your Scripts.rar somewhere else entirely.   Look at the files you unpacked, locate ObjectReference.psc, open it, looks for the Disable function definition.    If it looks correct (with a default value for abFadeOut), copy all the extracted .psc file into your Data\Scripts\Source.

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