ajs52698 Posted September 24, 2016 Share Posted September 24, 2016 (edited) Im been for a while trying to set up papyrus so I can compile without being in the ck but im getting this loop and I dont know what it means D: C:\Users\Andrew\Desktop\Fallout 4 Mods>"C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Papyrus Compiler\ScriptCompile.bat" "$(FILE_NAME)" -f="Institute_Papyrus_Flags.flg" -i="C:\Users\Andrew\Desktop\Fallout 4 Mods" -o="C:\Users\Andrew\Desktop\Fallout 4 Mods" This is what the papyrus compiler is spitting out over and over. Edited September 24, 2016 by ajs52698 Link to comment Share on other sites More sharing options...
LoneRaptor Posted September 24, 2016 Share Posted September 24, 2016 Most likely there is something wrong in your SciptCompile.bat located in Fallout 4/Papyrus Compiler.Here is what mine looks like: "D:\steam\SteamApps\common\Fallout 4\Papyrus Compiler\PapyrusCompiler.exe" %1 -f="D:\steam\SteamApps\common\Fallout 4\Data\scripts\Source\Base\Institute_Papyrus_Flags.flg" -i="D:\steam\SteamApps\common\Fallout 4\Data\scripts\Source\User" -o="D:\steam\SteamApps\common\Fallout 4\Data\scripts" pauseObviously you should change the paths to where you installed fallout. Link to comment Share on other sites More sharing options...
ajs52698 Posted September 24, 2016 Author Share Posted September 24, 2016 (edited) I believe the last two locations are just where the scripts are and where there saved so I dont think thats the issue but ill give it a try Edited September 24, 2016 by ajs52698 Link to comment Share on other sites More sharing options...
scrivener07 Posted September 25, 2016 Share Posted September 25, 2016 You can also papyrus project files with a custom batch script. Here is the compiler build system I use for one of my projects. The first file is the papyrus project (ppj). I keep mine in a sub folder of "...\Steam\SteamApps\common\Fallout 4\" but it can be located anywhere.The other file is the batch script which passes the PPJ file to the papyrus compiler as an argument. This can also be located anywhere. Read more about creating build systems from the wiki.-http://www.creationkit.com/fallout4/index.php?title=Papyrus_Compiler_Reference-http://www.creationkit.com/fallout4/index.php?title=Papyrus_Projects The Papyrus ProjectD:\Games\Steam\SteamApps\common\Fallout 4\Mods\UserWasteland\Character\Character.ppj <?xml version='1.0'?> <!-- http://www.creationkit.com/fallout4/index.php?title=Papyrus_Projects --> <PapyrusProject xmlns="PapyrusProject.xsd" Flags="Institute_Papyrus_Flags.flg" Output="D:\Games\Steam\SteamApps\common\Fallout 4\Data\Scripts" Asm="Discard" Optimize="false" Release="false" Final="false" > <Imports> <Import>D:\Games\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\UserWasteland</Import> <Import>D:\Games\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\F4SE</Import> <Import>D:\Games\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\Base</Import> </Imports> <Scripts> <Script>Wasteland\Character\Modification</Script> <Script>Wasteland\Character\Skills\Client</Script> <Script>Wasteland\Character\Skills\Data\Barter</Script> <Script>Wasteland\Character\Skills\Data\Blade</Script> <Script>Wasteland\Character\Skills\Data\Blunt</Script> <Script>Wasteland\Character\Skills\Data\Dummy</Script> <Script>Wasteland\Character\Skills\Data\Exploration</Script> <Script>Wasteland\Character\Skills\Data\Leadership</Script> <Script>Wasteland\Character\Skills\Data\Unarmed</Script> <Script>Wasteland\Character\Skills\Display\SkillProgram</Script> <Script>Wasteland\Character\Skills\System</Script> <Script>Wasteland\Library\Common</Script> <Script>Wasteland\Library\Log</Script> <Script>Wasteland\Testing\Lilac</Script> <Script>Wasteland\Testing\lilac_test</Script> <Script>Wasteland\Testing\mockLilac</Script> </Scripts> </PapyrusProject> Here the import "...\Data\Scripts\Source\UserWasteland" would be "...\Data\Scripts\Source\User" for most people. The BatchD:\Games\Steam\SteamApps\common\Fallout 4\Mods\UserWasteland\Character\Command_Papyrus.bat @ECHO off ECHO Setting batch variables.. REM User REM =========================================================== SET falloutDirectory=D:\Games\Steam\SteamApps\common\Fallout 4\ REM Location Paths REM =========================================================== SET ppj01=Mods\UserWasteland\Character\Character.ppj SET compilePPJ="%falloutDirectory%%ppj01%" REM Start the papyrus compiler REM =========================================================== ECHO Compiling papyrus with %compilePPJ% "%falloutDirectory%Papyrus compiler\PapyrusCompiler.exe" %compilePPJ% Link to comment Share on other sites More sharing options...
ajs52698 Posted September 25, 2016 Author Share Posted September 25, 2016 Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on -f=C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\scripts\Source\Base\Institute_Papyrus_Flags.flg Thats the error I get Link to comment Share on other sites More sharing options...
scrivener07 Posted September 25, 2016 Share Posted September 25, 2016 Its says "Failed on -f=C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\scripts\Source\Base\Institute_Papyrus_Flags.flg" because your passing your flags parameter as the papyrus script parameter. Link to comment Share on other sites More sharing options...
ajs52698 Posted September 25, 2016 Author Share Posted September 25, 2016 so what do I change? I was just taking what raptor posted Link to comment Share on other sites More sharing options...
scrivener07 Posted September 25, 2016 Share Posted September 25, 2016 Try creating a project file and batch script to compile your mod. Create a batch scriptParameter 1 is the PapyrusCompiler that ships with the CreationKitParameter 2 is the file path to your Papyrus Project File "D:\Games\Steam\SteamApps\common\Fallout 4\Papyrus compiler\PapyrusCompiler.exe" "D:\Games\Steam\SteamApps\common\Fallout 4\Data\YourPapyrusProject.ppj" Create a papyrus project for example YourPapyrusProject.ppj<PapyrusProject> are general compiler settings<Imports> are dependencies yours scripts require to compile themselves. Most scripts require the Base papyrus import. <Scripts> are the individual namespace and scripts to compile for output. These also need there import defiend which is "...\Fallout 4\Data\Scripts\Source\User" for most people. <?xml version='1.0'?> <!-- http://www.creationkit.com/fallout4/index.php?title=Papyrus_Projects --> <PapyrusProject xmlns="PapyrusProject.xsd" Flags="Institute_Papyrus_Flags.flg" Output="D:\Games\Steam\SteamApps\common\Fallout 4\Data\Scripts" Asm="Discard" Optimize="false" Release="false" Final="false" > <Imports> <Import>D:\Games\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\User</Import> <Import>D:\Games\Steam\SteamApps\common\Fallout 4\Data\Scripts\Source\Base</Import> </Imports> <Scripts> <Script>MyScriptName01</Script> <Script>MyScriptName02</Script> <Script>MyScriptName03</Script> </Scripts> </PapyrusProject> Now point all the paths to where you have fallout 4 installed, the project location, your scripts, etc. Double click the batch file to run the thing. If you are trying to configure a build system for a popular text editor then there are some ready made solutions. http://www.creationkit.com/fallout4/index.php?title=Category:Text_Editors Link to comment Share on other sites More sharing options...
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