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My scripts got locked!


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Just reinstalled SSE and CK to run my mod on a clean install, everything looks the same, acts the same but in CK when I add a script I made previously it adds it but edit source is greyed out, yet I can edit source on CK's scripts. Why? Do I have to write new scripts?

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Yea, cause if you don't have the source, you can't edit the source. As I've recently found out.

 

I sure thought the scripts should be in "Data > Scripts > Source" for SSE. That's where mine are.

 

I just verified it in the CK, by adding this script to a chair just to see if i could edit the source with the default place my source files are in. Seems to be correct.

 

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SbYJUVL.png

 

I could be wrong, I'm certainly not the expert here. ;)

Edited by c0ax599
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For your information:

 

 

Quoted from: [skyrim SE] Porting a mod from LE to SSE on AFK Mods

 

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.

 

 

 

@c0ax599

If your source scripts for SSE are in "Data > Scripts > Source", chances are you followed instructions similar to what is included in the above quote. Nothing wrong with that. Either way works so long as one is consistent.

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For your information:

"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"".

 

@c0ax599

If your source scripts for SSE are in "Data > Scripts > Source", chances are you followed instructions similar to what is included in the above quote. Nothing wrong with that. Either way works so long as one is consistent.

 

I sure appreciate the explanation. Weird tho, I don't have a CreationkitCustom.ini and i checked the 2 files i do have (CreationKit.ini and CreationKitPrefs.ini) and neither have that line.

 

Edit: I figured it out. I have both a source\scripts folder, AND a scripts\source folder. Well now I know which one's correct ;)

 

I tried to convert your skyrim campfires mod, i can't get it to load in Skyrim SE, but i can look at it in the CK though. Much appreciated and i'm gonna try to use the other tut you mentioned to help me figure it out. Thanks again IsharaMeradin!

Edited by c0ax599
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