Caiman Posted February 22, 2012 Share Posted February 22, 2012 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 Link to comment Share on other sites More sharing options...
Pifanjr Posted February 22, 2012 Share Posted February 22, 2012 The line: 'Game.GetPlayer().AddItem(WoodSword, 1)' isn't in any Function or Event. Use an event like OnLoad or OnActivate and put your line in there. Link to comment Share on other sites More sharing options...
Caiman Posted February 22, 2012 Author Share Posted February 22, 2012 (edited) 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 February 22, 2012 by Caiman Link to comment Share on other sites More sharing options...
Korodic Posted February 22, 2012 Share Posted February 22, 2012 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. Link to comment Share on other sites More sharing options...
Caiman Posted February 22, 2012 Author Share Posted February 22, 2012 (edited) 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 February 22, 2012 by Caiman Link to comment Share on other sites More sharing options...
Korodic Posted February 22, 2012 Share Posted February 22, 2012 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. Link to comment Share on other sites More sharing options...
Caiman Posted February 22, 2012 Author Share Posted February 22, 2012 (edited) 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 February 22, 2012 by Caiman Link to comment Share on other sites More sharing options...
Caiman Posted February 22, 2012 Author Share Posted February 22, 2012 (edited) 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 Actorto make the scripts compile. Edited February 22, 2012 by Caiman Link to comment Share on other sites More sharing options...
Caiman Posted February 22, 2012 Author Share Posted February 22, 2012 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. Link to comment Share on other sites More sharing options...
ColonolNutty Posted October 14, 2016 Share Posted October 14, 2016 It's not a random number, it's the form ID of the Topic Info You're likely having that issue because the source file is missing the "ALL IMPORTANT" comments like you had in your first post Link to comment Share on other sites More sharing options...
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