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CK Won't Load Files from Archive


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(This is a cross-post from here.)

 

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Almost every single time I try to load my plugin, I get this error. Checking the log shows entries like this:
MASTERFILE: PERK 'Scrapper02' (001D2483) Unable to find variable ::ComponentRadarEnabled_var on any Papyrus scripts for form 'MAO_Keypress_Manager' (070E0F90) in TESConditionItem Parameter Init for PERK Form 'Scrapper02' (001D2483).


MASTERFILE: MESG 'MAO_Biobots_Menu_FEV' (0700A089) Unable to find variable ::FEVStrengthTaken_var on any Papyrus scripts for form 'MAO_Biobots_Quest' (070ADD3D) in TESConditionItem Parameter Init for MESG Form 'MAO_Biobots_Menu_FEV' (0700A089).
MASTERFILE: MESG 'MAO_Biobots_Menu_FEV' (0700A089) Errors were encountered during InitItem for conditions on menu item 0 for terminal 'MAO_Biobots_Menu_FEV' (0700A089)


See Warnings file for more information.
MASTERFILE: MESG 'MAO_Biobots_Menu_FEV' (0700A089) Unable to find variable ::FEVPerceptionTaken_var on any Papyrus scripts for form 'MAO_Biobots_Quest' (070ADD3D) in TESConditionItem Parameter Init for MESG Form 'MAO_Biobots_Menu_FEV' (0700A089).
MASTERFILE: MESG 'MAO_Biobots_Menu_FEV' (0700A089) Errors were encountered during InitItem for conditions on menu item 1 for terminal 'MAO_Biobots_Menu_FEV' (0700A089)


See Warnings file for more information.
What it boils down to is the CK usually throws a fit about any scripts in an archive. I say "usually" and "almost every single time" because up until now my solution has been to just... reinstall the mod in NMM, over and over again, until the CK stops spitting out these errors; it used to take just a few tries but at this point it's been an hour and I still haven't had the CK open the archive right. And as far as I can tell the mod works perfectly fine in the game; scripts in the archive, with no loose files, function exactly as expected. Further, the editor is happy to accept the loose .pex files even if I extract them from the very same .ba2 that causes it problems.
If I try to proceed even with these errors, I'm unable to open the properties for any script in the .ba2 file, which is a showstopper for a lot of edits.
This is also a recent change. I have changed nothing about my process or how I make the mod, and it just... started happening. On two different computers.
I would really, really love to get back to modding instead of just trying to get the damn editor to load the files it used to be perfectly happy with. Any ideas what the problem is?
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Reinstalling the mod shouldn't have any effect on the errors with the conditions you stated. If the scripts are not loose in the zip that NMM is extracting then it would never find them. The only way to get CK to find the scripts packed in an archive is to edit the CK ini file and under the [Archive] section add your archive file to the sResourceArchiveList value. This is the case to get the CK to find any files that are packed in a non vanilla archive.

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This sounds familiar now that you mention it; I remember having to do it for Skyrim but don't remember doing it for Fallout 4. I'll check back in when I get home from work and try it.

 

But, if that is the solution, then I find that baffling... If I haven't done it yet for Fallout 4, then that's been the case from the beginning, but the problem only started recently (and there've been scripts only found in the archive from the start). I've been able to edit the properties in my plugin without loose .pex files for years, for both Skyrim and Fallout 4. My workflow, which I've used for multiple years, at no point involves unpacking my archive, and I don't keep loose .pex files in the .zip. (I rely on that to know at a glance which files need to be packed; if there's a loose .pex, I need to pack it.)

 

Even now, considering what you say, these symptoms just... Don't make sense to me. Reinstalling the exact same file through NMM, with no loose .pex files, does eventually work. What changed for me is all the sudden it stopped working most of the time (and I promise I'm not somehow adding and removing lines from my CK .ini and forgetting about it). Hell, I was using the CK without it throwing these errors, and with the ability to edit properties, for multiple hours, and then it all of a sudden started happening, without any change to my .ini or even a restart of the laptop I was working on. I just closed the CK to check something in xEdit, then reopened it, and bam, errors where none had been. And then, and only then, it started happening on my desktop. When it started, I even tried going back a mod version (again, no loose .pex files), and it worked immediately, no errors... but then stopped working right after.

 

All of this is just to say, if that does work (and I hope it does) I still think something bizarre and occult is happening.

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Didn't work. Tried it in both the CreationKitCustom.ini and the base CreationKit.ini files, and finally in the actual game's .ini files. Additionally, I'm not finding any guides for Fallout 4 which suggest this is a necessary step, and neither CK file actually had an [Archive] section in the first place, let alone that line, but I can still load scripts from DLC in the CK. Plus, when I did add the line, it actually broke loading from the DLC, which suggests to me that without the line the CK defaults to the file name parsing that the game uses to associate archives with their plugins.

 

Also, earlier I tried to install manually, instead of through NMM, with the same result.

 

Edit: Also, have just confirmed that it will load Sim Settlements scripts from a .ba2, not loose files, with no complaint (also installed by NMM). So whatever the problem is, it's with my archive, but I have no idea how to fix it. Both archives were made with the same settings as well.

Edited by Guest
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Yea I just got back to my pc and I realized Fallout 4 doesn't require that. It's supposed to load the files from the BA2 without that being necessary. I can't explain why you would suddenly have started having an issue with the loading. Unless you previously had loose files and now that they're packed they are in a wrong filename? Is the file "modname - main.ba2"? And is it uncompressed or did you compress it? I remember reading somewhere not to compress scripts in the archive. Though that may have been for Skyrim. Looking at the vanilla Fallout 4 files the script archive is not compressed though.

Edited by BigAndFlabby
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Unless you previously had loose files and now that they're packed they are in a wrong filename? Is the file "modname - main.ba2"?

 

Those are already accounted for by the scripts working in-game with no loose files, but:

 

And is it uncompressed or did you compress it? I remember reading somewhere not to compress scripts in the archive. Though that may have been for Skyrim. Looking at the vanilla Fallout 4 files the script archive is not compressed though.

 

That is promising. I just checked Sim Settlements versus my own archive and indeed the Main.ba2 in Sim Settlements is not compressed at all, but mine is (with default compression). I must have missed it when I was comparing the settings earlier. I'll try repacking it with no compression when I get home today.

 

Interestingly, my archive has had default compression from the beginning, as far as I can tell; I just checked the very first version. Maybe compression only starts screwing up scripts after a certain file size is reached, and only intermittently, with it getting worse the more the archive grows? Mysterious.

Edited by Guest
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Well, nope. I repacked my archive from scratch with no compression. Same result. I then went so far as to recompile every script and pack in files that had never been in an archive, with no compression, same result.

 

At this point I'm just going to start working with loose files and either skip the archive altogether or maintain different copies of the mod for editing and playing... This is ridiculous.

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