Herakleides Posted January 19, 2017 Share Posted January 19, 2017 Trying to learn a bit about Skyrim modding, I tried to add a simple script to dialogue In tutorials It was suggested that I should add comment, compile, add properties and then add actual script. so I put: ;test in "papyrus fragment" field. Result: Starting 1 compile threads for 1 files...Compiling "TIF__0108302E"...<unknown>(0,0): Unable to find flags file: TESV_Papyrus_Flags.flgD:\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__0108302E.psc(3,0): Unknown user flag HiddenNo output generated for TIF__0108302E, compilation failed.Batch compile of 1 files finished. 0 succeeded, 1 failed.Failed on TIF__0108302E What is wrong? Link to comment Share on other sites More sharing options...
Masterofnet Posted January 19, 2017 Share Posted January 19, 2017 If you want some help with a script you need to post the script. :wacko: Link to comment Share on other sites More sharing options...
Herakleides Posted January 20, 2017 Author Share Posted January 20, 2017 (edited) If you want some help with a script you need to post the script. :wacko: Well, I want to make a script that, at the start of one of dialogue topics, removes helmet from outfit of NPC i'm talking to (or move it to inventory, it do not really matter as long as it is unequipped). But I was not even able to compile Papyrus Fragment that had only comment inside. In the field I put ;test Tutorials I seen on Fragments suggested compiling script that contain only simple comment as the first step, to be able to add properties and then actual script. Result - as in quote posted above. Edited January 20, 2017 by Herakleides Link to comment Share on other sites More sharing options...
irswat Posted January 20, 2017 Share Posted January 20, 2017 (edited) did you have scriptname? in fact you might need scriptname and at least one function, even if it is empty. why would you want to do an empty script for your first try? at least make a "hello world" script. That's what most people who start a new language do. scriptname HelloWorld extends quest Event OnInit() Main() endEvent function Main() debug.notification("Hello World!") endFunction Bam! Attach it to a script to run on start and "Hello World!" p.s. can't remember if you need to declare the function as void in papyrus if not returning something. Edited January 20, 2017 by irswat Link to comment Share on other sites More sharing options...
IsharaMeradin Posted January 20, 2017 Share Posted January 20, 2017 did you have scriptname? in fact you might need scriptname and at least one function, even if it is empty. why would you want to do an empty script for your first try? at least make a "hello world" script. That's what most people who start a new language do.Not for a fragment. The fragment script is created by the Creation Kit. It is a full script where each individual fragment on the object (quest, topic info, etc) is placed into its own function to be called at the appropriate time by the game. @HerakleidesInserting ;testshould have done the trick. A quick search of compiler errors at the CK wiki indicates that <unknown>(0,0): Unable to find flags file: TESV_Papyrus_Flags.flg means that you need to extract the scripts.rar file so that you have access to the stock scripts and that FLG file. Link to comment Share on other sites More sharing options...
cdcooley Posted January 20, 2017 Share Posted January 20, 2017 <unknown>(0,0): Unable to find flags file: TESV_Papyrus_Flags.flgWhat is wrong? You haven't extracted the source scripts from the Skyrim\Data\Scripts.rar file. With the more recent CK updates the game's source scripts are no longer installed directly. They are in the Scripts.rar archive file. You need to extract them so that they .psc files end up in the Skyrim\Data\Scripts\Source folder. That TESV_Papyrus_Flags.flg file will also be unpacked along with the .psc files. Link to comment Share on other sites More sharing options...
Masterofnet Posted January 20, 2017 Share Posted January 20, 2017 Well, I want to make a script that, at the start of one of dialogue topics, removes helmet from outfit of NPC i'm talking to (or move it to inventory, it do not really matter as long as it is unequipped). If you are ever able to properly install your creation kit, keep in mind if the helmet is part of the NPCs outfit you will not be able to un-equip it or remove it form inventory if I remember correctly. Link to comment Share on other sites More sharing options...
NexusComa Posted January 20, 2017 Share Posted January 20, 2017 This is the 1st problem "means that you need to extract the scripts.rar file so that you have access to the stock scripts and that FLG file."The 2nd one is you can't rem " ; " the very 1st line of the code (0,0) Link to comment Share on other sites More sharing options...
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