IWantMyMod Posted September 23, 2017 Share Posted September 23, 2017 Hello everyone. I have an SKSE related question and I couldn't find any SKSE specific forms to ask in so I'm going to try my question here. I'm having trouble compiling script fragments from CK that use SKSE functions. In order to compile any script that uses SKSE you need to have both the SKSE source files and the base script source files. Since many of of the SKSE scripts have the some name as the base scripts that they extend the SKSE scripts files need to be in a different folder from the base files. So I have my script source files in these folders Data\Source\Scripts ---- my mod scripts go here, the default script source folderData\Source\Scripts\BaseData\Source\Scripts\SKSE When compiling from Notepad++ using the command line compiler I use a batch file with this line: "%~dp0PapyrusCompiler" %1 -f="TESV_Papyrus_Flags.flg" -i="%~dp0..\Data\Source\Scripts;%~dp0..\Data\Source\Scripts\SKSE;%~dp0..\Data\Source\Scripts\Base" -o="%~dp0..\Data\Scripts"That works great but when I try to compile script fragments from CK I get all kind of error because it cant find the script source files. I can move the base source file into Data\Source\Scripts which resolves most of the errors but CK still cant find the SKSE source files.I tried using these two line in the CreationKit.ini file: [Papyrus] sScriptSourceFolder = ".\Data\Source\Scripts" sAdditionalImports=".\Data\Source\Scripts\Base;.\Data\Source\Scripts\SKSE;$(Source)" I tried different ways of identifying the folders included full paths (ie: D:\Games\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\Source\Scripts\SKSE) but nothing I do seem to help. Does anyone know how to get script fragments working with SKSE? Link to comment Share on other sites More sharing options...
cdcooley Posted September 23, 2017 Share Posted September 23, 2017 I've never been able to get the CK to see scripts in more than a single folder. Like you I've moved all of the game's original scripts into a sub-folder and have a sub-folder with SKSE variants, and also have various subfolders for mods who's scripts I reference often like the unofficial patch. But in order to use any of them from the CK I have to copy them into a single folder. So in practice I copy all of the original files, then I copy the Dawnguard files, then the Hearthfires files, then the Dragonborn files, then the SKSE files, and finally the sources from the unofficial patch and similar mods. That way the CK is generally seeing the same version of the source files as the game will see while running. It's particularly important to set the script prefix so you can easily identify your own scripts. I then copy my own scripts into subfolders for each mod and make sure that at any particular time I've only got one set of custom source scripts sitting in that main folder. I hear that this particular issue is one reason some modders love Mod Organizer. But my system has been working for me since the Oblivion days so I keep using it. Link to comment Share on other sites More sharing options...
JonathanOstrus Posted September 23, 2017 Share Posted September 23, 2017 If you want to compile from CK then you have to put the SKSE scripts in the normal scripts folder overwriting the originals. The Skyrim/SSE CK doesn't support the sAdditionalImports option. Only Fallout 4 does that. Link to comment Share on other sites More sharing options...
IWantMyMod Posted September 23, 2017 Author Share Posted September 23, 2017 That's such a shame. At every step as I lean about modding this game I find stupid little annoying things that make it far more difficult than it should be. Link to comment Share on other sites More sharing options...
cdcooley Posted September 24, 2017 Share Posted September 24, 2017 On the positive side, Fallout does support multiple source folders. The progress is slow but Bethesda is learning what modders really want and need. Link to comment Share on other sites More sharing options...
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