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External Papyrus Compile


ajs52698

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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 by ajs52698
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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"
pause

Obviously you should change the paths to where you installed fallout.

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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 Project

D:\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 Batch

D:\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%

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Try creating a project file and batch script to compile your mod.

Create a batch script

  • Parameter 1 is the PapyrusCompiler that ships with the CreationKit
  • Parameter 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

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