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[CK][Scripting] A tested script not working!


Caiman

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Hi guys,

 

I was merely trying to add options to my quest, copying and reusing scripts and properties I already put into the quest(at least that was the plan).

 

Strangewise though, my CK won´t accept my Properties anymore and even sends me error-messages for my properties, when they get created... please help me. :(

 

;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment
;NEXT FRAGMENT INDEX 0
Scriptname TIF__01005E4B Extends TopicInfo Hidden

;END FRAGMENT CODE - Do not edit anything between this and the begin comment

WEAPON Property WoodSword  Auto  

Game.GetPlayer().AddItem(WoodSword, 1)

Starting 1 compile threads for 1 files...
Compiling "TIF__01005E4B"...
l:\brennstabkammer\schwereswasser\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__01005E4B.psc(9,4): no viable alternative at input '.'
No output generated for TIF__01005E4B, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on TIF__01005E4B

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I added that at the end of a Topic Info. Isn´t that sufficient in those cases?

 

This worked in "Scripts / End: Papyrus Fragment"

Game.GetPlayer().AddItem(WoodSword, 1)

after a different Topic Info just fine. :S

Edited by Caiman
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it will not accept properties because you saved it while you had an error. Comment out the code you have errors on. Save it. Then erase all the ;'s you just placed. Then re-compile once you see your properties showed up.

 

so ja.

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If "comment out" means delete... then I think I just did that. ^^ And yeah, I don´t get why the CK adds ";" from time to time... they always ruin the scripts... it works now. :)

 

Some time ago though, I had that bug, that the CK mentioned my "WoodSword" as already defined, but would still not accept it as a Property... do you know, what went wrong for that error? Even deleting and making that branch and topic anew didn´t help at that point...

 

Thanks for your help! :)

Edited by Caiman
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comment out mean place a ";" in front of code you want to ignore. You CAN delete the code... but commenting might be easier if you want to temporarily disable it.

 

CODE IS HERE ; COMPILER IGNORES EVERYTHING AFTER THE ";" BUT THE CODE WAS PROCESSED.

 

; CODE IS HERE -- THIS WHOLE LINE IS IGNORED BECAUSE THE ";" IS BEFORE THE CODE.

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Thanks. Now I finally know what ";" stands for and why the CK adds it in from time to time...

 

but the CK doesn´t like me tonight! :S

 

What does:

Scriptname TIF__02007937 Extends TopicInfo Hidden

WEAPON Property WoodSword  Auto  

Starting 1 compile threads for 1 files...
Compiling "TIF__02007937"...
l:\brennstabkammer\schwereswasser\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__02007937.psc(7,0): missing EOF at 'Scriptname'
No output generated for TIF__02007937, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on TIF__02007937

 

 

Mean?

I thought I had sorted my problems out... and now this. :S

Edited by Caiman
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Doublepost so its noticeable:

 

For a strange reason, to get my scripts working again I can´t rely on "Target Info End"-fragments anymore... I have to manually open the created script and insert:

Function Fragment_1(ObjectReference akSpeakerRef)
Actor akSpeaker = akSpeakerRef as Actor

to make the scripts compile.

Edited by Caiman
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Another bump cause threads die fast in this subforum:

 

Instead of using the Scripts I added to Topic Infos myself, the CK always creates new ones called "TIF__*randomNumber*"... and they never work. When I try to add a property I get

Errors encountered while attempting to reload the script.

I am not able to add properties to those scripts.

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