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[LE] Need Help With Equipping a Devious Devices Item to Player


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Regarding the video and the 'unable to launch compiler' error that appeared in the CK. This is the result of renaming the "Papyrus Compiler" directory to "PapyrusCompiler". As you can see in my sublimepapyrus.ini file below that such a rename wasn't needed. In fact, all you needed to change was the first part of each line (i.e. the C:\Program Files part) as all of the subfolders under Steam would still be the same.

 

The SublimePapyrus.ini file is required to be in your Documents folder. For some reason that is where SublimeText (ST) was told to look for it. Having moved it, as shown in the video, will cause ST to not work correctly when trying to compile Papyrus scripts. And as you saw, when you re-saved the sublimepapyrus.ini file, ST created a new copy in your documents folder.

 

FYI - If all you want to do is compile within the CK, you only need to follow step one on the instruction page linked in my signature. Step two (SublimeText) is for those users who need to work with scripts that are larger than what the CK's script editor can support (there is a character limit) and for those users who may wish to setup multiple source folders rather than merging them into one.

 

This is my SublimePapyrus.ini file for original Skyrim

 

 

[Skyrim]
# The path to the folder containing the vanilla Skyrim .psc files.
scripts=C:\Steam\steamapps\common\skyrim\Data\Scripts\Source

# The path to PapyrusCompiler.exe
compiler=C:\Steam\steamapps\common\skyrim\Papyrus Compiler\PapyrusCompiler.exe

# The folder you wish to output the .pex files to. If commented out, then .pex files are placed in the folder one level above the .psc file.
output=C:\Steam\steamapps\common\skyrim\Data\Scripts

# The name of the file containing Papyrus' flags. The file has to be among the folders that are imported, which includes the scripts folder defined above and the folder containing the .psc file(s) to be compiled.
flags=TESV_Papyrus_Flags.flg

[Import]
# Additional folders that contain .psc you wish to import when compiling.
# The order in which .psc files are processed is:
# - the path containing the .psc file to compile provided that this path is not the same as the path containing the vanilla Skyrim .psc files
# - path1
# .
# .
# .
# - pathN
# - the path containing the vanilla Skyrim .psc files
#
# Template
# pathN=DriveName:\FolderName\SubfolderName\
path1=C:\Steam\steamapps\common\skyrim\Data\Scripts\Source\RaceMenu
path2=C:\Steam\steamapps\common\skyrim\Data\Scripts\Source\FNIS
path3=C:\Steam\steamapps\common\skyrim\Data\Scripts\Source\SKSE
path4=C:\Steam\steamapps\common\skyrim\Data\Scripts\Source\Dragonborn
path5=C:\Steam\steamapps\common\skyrim\Data\Scripts\Source\Hearthfire
path6=C:\Steam\steamapps\common\skyrim\Data\Scripts\Source\Dawnguard 

 

 

 

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How large is that character limit, Ishara?

I don't remember. I just know that on my first MCM script I ran into an issue where I couldn't type any more code into the script within the CK. If I deleted comments, I could add up to the amount of characters that I deleted. I did discover that using any text editor I could add to the script and then compile it within the CK. After that it only became a matter of time to where it made more sense to compile most scripts with Sublime Text rather than loading up the CK and compiling.

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