chucksteel Posted October 18, 2017 Share Posted October 18, 2017 Ok this is probably a stupid question but, How the heck do you get the Ckit to read the scripts from the DLC? I have all of the DLC source files unpacked and in my source folder. I think they are in the correct directory but, when I try to look at any DLC quest the fragments say "failed" and they can't be edited. Am I missing something? Do I need to do some .ini edit I don't know about? thanks for any help. Link to comment Share on other sites More sharing options...
JonathanOstrus Posted October 18, 2017 Share Posted October 18, 2017 First you need to extract the DLC zips. By default they're not extracted. The zips will be in Data\Scripts\Source\DLCn. If you do not want to modify any ini settings to add compile paths you need to extract the zips to the data\Scripts\Source\Base folder so the paths will be Data\Scripts\Source\Base\DLCn\scriptname.psc if you see Data\Scripts\Source\Base\DLCn\DLCn\scriptname.psc it was done incorrectly. If you want the DLC scripts to remain where they are you can extract them in place. This will require editing the CreationKitCustom.ini. If you extract them in place so the paths are not Data\Scripts\Source\DLCn\DLCn\scriptname.psc then add this to your ini [Papyrus] sAdditionalImports = "$(source);.\Data\Scripts\Source\F4SE;.\Data\Scripts\Source\DLC01;.\Data\Scripts\Source\DLC02;.\Data\Scripts\Source\DLC03;.\Data\Scripts\Source\DLC04;.\Data\Scripts\Source\DLC05;.\Data\Scripts\Source\DLC06;.\Data\Scripts\Source\Base" Link to comment Share on other sites More sharing options...
chucksteel Posted October 19, 2017 Author Share Posted October 19, 2017 BigAndFlabby, Thank you so much that was exactly what I needed I can read the DLC scrips now! :dance: Link to comment Share on other sites More sharing options...
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