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Creation Kit Script Error: The extends script does not exist, please pick one that does


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For original Skyrim extract the Scripts.rar file in its current location and it will place the scripts in Data > Scripts > Source

For Skyrim SE extract the Scripts.zip file in its current location and it will place the scripts in Data > Source > Scripts

 

In each game's default setup those locations will work for their respective games. Some modders see SSE's setup as a "bug" and change the relevant setting in the SSE's Creation Kit INI file to redirect where it looks for source scripts. Thus confusion further abounds as some, in their instructions, insist on changing things around when it comes to SSE.

Care to elaborate? This isn't what I had to change. I had to change the path in a bat file that is in the directory with the papyrus compiler executable. There isn't any setting in the INI file for path changing.

 

From AFK Mods regarding porting LE mods to SE:

 

Scripts

Scripts do not need to be recompiled. Despite rumors that they will break, this is not the case even for things that relied on SKSE. All vanilla and DLC Papyrus .pex files work out of the box, as do all SKSE script when being used with SKSE64. You should have no reason to need to recompile any of your own .pex files when porting to SSE.

That doesn't mean you're home free though - you may have a special situation with a Papyrus script written to work with a specialty SKSE64 plugin that needs to be recompiled to work. You'll have to check with that plugin's author to find out if that needs to be done.

In my personal experience, all of my scripts for all of my mods worked right out of the box. This includes all of the MCM related scripts that began working as though nothing was wrong when SKSE64 finally came out.

One thing you do need to keep in mind though is that the CK's default folder for scripts has changed. Instead of being stored under Data\Scripts, they will now show up under Data\Source. There are 2 solutions to this issue:

1. Leave this as it is and copy all of your own scripts to match the new path names.

2. Change the location in your CreationKitCustom.ini file to point to the old one. The line should look like this: sScriptSourceFolder = ".\Data\Scripts\Source"

Whichever solution you choose you need to be sure that all vanilla and DLC scripts are in that location or the CK will not be able to find them.

I personally chose to leave it as is. It was much easier for me to make a BAT file in my documents folder that swapped around the INI file for Sublime Text to know which version of Papyrus to work with.

 

It wouldn't surprise me if what I outlined is needed to display script code within the CK and what you did is needed to compile scripts with the default compiler. I haven't found such instructions to that effect, however. Then again, I opted to leave it the way Bethesda provided it and as a result have not had cause to dig deeper into the requirements of making the "old way" work.

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  • 1 year later...

THANK YOU @isharameradin for clarifying the utterly confusing information shared in a ton of forum posts about where to put what.

 

I've spent wasted 2 hours attempting to figure out what exatcly is supposed to happen and finally confirmed it with excessive reinstalling of CK and moitoring the extracted files, that indeed, for SSE modding, two things matter:

 

  1. get CK from Bethesda Launcher, not from Steam
  2. Use Data/Source/Scripts for your PSC human-readable files, which CK will compile into PEX files in Data/Scripts folder for use in-game
  3. Leave all the existing ini files alone and add necessary settings in CreationKitCustom.ini but do observe the [sections]
  4. CK SE already loads DLC files by default, no need to add to archive lists anymore
Edited by timsterse
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  • 1 year later...

 

THANK YOU @isharameradin for clarifying the utterly confusing information shared in a ton of forum posts about where to put what.

 

I've spent wasted 2 hours attempting to figure out what exatcly is supposed to happen and finally confirmed it with excessive reinstalling of CK and moitoring the extracted files, that indeed, for SSE modding, two things matter:

 

  1. get CK from Bethesda Launcher, not from Steam
  2. Use Data/Source/Scripts for your PSC human-readable files, which CK will compile into PEX files in Data/Scripts folder for use in-game
  3. Leave all the existing ini files alone and add necessary settings in CreationKitCustom.ini but do observe the [sections]
  4. CK SE already loads DLC files by default, no need to add to archive lists anymore

 

 

this solved it for me, I literally love you.

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