Jump to content

[LE] Help Porting Mod to SSE


Recommended Posts

I'm having trouble porting a simple quest mod to SSE. The mod adds NPCs, scripts (ofc) and a couple new locations, and no new assets, so I don't believe there is a BSA file or anything.

 

The most in-depth tutorials I could find to do this were 1: Install your esp via nexus 2: open it with the SSE creation kit 3: change a name of something, change it back, then save!

I did this and I'm having troubles.

 

When I open up Dialogue Views:

Error - Could not get the Flow Chart class Object

Dialogue View Editing will not be available as the FlowChartX DLL failed to register successfully.

 

And I can't "View Source" for any of my scripts. Papyrus fragments are displayed as ;CODE NOT LOADED.

 

In-game, my NPCs were there and had their dialogue (I generated a new SEQ). My locations were there too. But none of the scripts seemed to be working (quest stage would not advance).

 

I remember Oldrim's Creation Kit wouldn't really work til you did some stuff with Dialogue Views and Scripts files. Is there something I need to do akin to that for SSE to get things to work?

Any help is greatly appreciated!

Link to comment
Share on other sites

Might be a case where original Skyrim stored the source script files in "Data > Scripts > Source" whereas SSE stores them by default in "Data > Source > Scripts" Would explain why the 'code not loaded' appeared for you. And the re-saving of the plugin in this state would most likely break the connection with the scripts and thus explain why they are not working in the game. As for the dialogue view thing, no idea.

Link to comment
Share on other sites

K, so my scripts are not in "SSE > Data > Source > Scripts" but they are in "Skyrim > Data > Scripts". Should I move them to Source > Scripts in SSE, or the separate "Data > Scripts" folder? Furthermore, should I create a folder with my mod name for them inside the correct place?

Edited by Kagedomo
Link to comment
Share on other sites

You should move your mod's source scripts into the same folder that your SSE CK looks to when compiling. By default that is "Data > Source > Scripts". You can either transfer your source scripts there or change the SkryimEditor.ini to point to the "Data > Scripts > Source" folder as it is in original Skyrim. If you do the latter, you will need to transfer all the base game source scripts and any needed DLC source scripts as well.

 

The Creation Kit can only look in one folder when compiling. Therefore, you will need to have your mod's scripts in the same folder as those of the base game. However, once you have finished your mod, you may create a sub-directory and transfer your source scripts there in order to keep them isolated when users install your mod.

Link to comment
Share on other sites

  • 4 weeks later...

I was having issues with Bethesda.net so I reinstalled it and the SSE Creation Kit. Deleted the old attempt at the port too. Turns out I simply had to run Creation Kit as an admin to fix the issue with the flow chart stuff.

 

Anyways, I am following this guide to port my mod. Simply copied and pasted the ESP from Skyrim's Data, compressed it to a .zip file and then installed it with Nexus SSE. For some reason in Nexus there are 2 identical unassigned folders, with both of them containing my mod. If I install one of them it installs the other, and uninstall one of them it uninstalls the other. I have opened the ported mod in SSE CK but have not saved it for fear of messing stuff up.

 

In SSE > Data > Source > Scripts, I see QF_HoD_BloodEx_04014C09.psc (HoDBloodEx is the name of a quest in my mod). No other HoD tags, which all my scripts have. All the Vanilla scripts are here too.

In SSE > Data > Scripts, there are only 2 files - QF_HoD_BloodEx_04014C09.pex, and ThisBetterWork.pex which was created back in July independent from my mod's plugin when I was first trying to get things to work.

In Skyrim > Data > Scripts both QF_HoD_BloodEx_04014C09.pex and QF_HoD_BloodEx_04014C09.psc are present, along with all the scripts I have created as part of my mod in both pex and psc forms (ex HoDBanditDeathScript.pex, HoDBanditDeathScript.psc)

 

So my questions are

 

1. Do I need to do anything to the .pex file in SSE>Data>Scripts?

2. Do I just copy all my scripts directly from Skyrim>Data>Scripts straight to SSE>Data>Source>Scripts, or was there some step that I missed or messed up during the guide?

3. Is the process and destination different for the .pex and .psc files?

Link to comment
Share on other sites

Posted this on the SSE Boards, no replies yet. Anyone here know what to do?

I am in the process of trying to port a WIP mod from Oldrim's CK to SSE's CK. My process was simple: Copy & paste the ESP file, compress it to .zip, install that to SSE via Nexus. I copy and pasted all my scripts (.psc and .pex) from the old script folder to the new.

 

I can see the scripts and compile them successfully, they even have the properties defined under source, but whenever I click "Properties" I get the following error:

 

Script Reload

Errors Encountered While Attempting to Reload Script

 

and the properties that I previously entered aren't there. If I try to add properties from the properties screen I get a compiler error and the property is not added.

 

In-game, scripts that don't need properties, like GetOwningQuest().SetStage(10) will work, but anything that needs or had a property won't do its job correctly.

 

Anyone know a fix?

Edited by Kagedomo
Link to comment
Share on other sites

Ok lets try and straighten out this trainwreck. Why are you trying to open dialogue views, compile scripts and generate an SEQ? Scripts from Classic Skyrim copy straight over same with sound files and SEQ's. You don't have to do any of those things nor did that guide you followed tell you to.

 


1. Do I need to do anything to the .pex file in SSE>Data>Scripts?

2. Do I just copy all my scripts directly from Skyrim>Data>Scripts straight to SSE>Data>Source>Scripts, or was there some step that I missed or messed up during the guide?

3. Is the process and destination different for the .pex and .psc files?

1. No.

2. No. Just copy the .pex files that came with the mod and drop them in Skyrim Special Edition\Data\Scripts or better still use a mod manager like the guide told you to.

3. Yes but you don't need to worry about the .psc files from the mod you can leave them out entirely. They're not necessary to the functioning of the mod .psc's are script source files they're only of interest to another modder that wants to looks at how the scripts work and possibly modify them. They're not used by the game. At all.

 

tl,dr:

This is all that you need to do if the mod doesn't include any BSA's, meshes or textures and doesn't require SKSE: Install the mod to your SE folder with MO or NMM or whatever mod manager you're using. Load the .esp in SECK and then save it again. Thats it. Done. Its that simple.

 

n.b. I don't know who wrote that guide you followed but its wrong about "change something". All you need do is load 'n' save the .esp as SECK internally updates the records to the new format as soon as it loads. You can inspect the changes made afterwards in xEdit.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...