llloyd Posted January 2, 2020 Share Posted January 2, 2020 So... Following a guide on Youtube but it didn't mention how to fix broken scripts. Converted the BSA over, easy peasy, BAE to extract the BSA to a temp folder, SSE's CK Archive.exe to repack the contents, which is meshes, scripts, and textures. That doesn't seem to be the problem, I even put those files loose into the data directory (new install so easy to keep track of what's there for later deleting.) and still get an error in the SSE Edit and it's a programming error so I have * no * clue how to fix, I am not a programmer. >.< [00:00] Checking for Errors in [05] LocalizedGuildJobs.esp[00:00] [iNFO:050094A6] ('Here, have this...' in GRUP Topic Children of LH_LHJ_GetLogTopic "How can I remember those jobs I've done?" [DIAL:05008F43])[00:00] INFO \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ Alias -> <Warning: Quest Alias not found in "TGRShell "Thieves Guild Radiant Shell" [QUST:00028923]">[00:00] Done: Checking for Errors, Processed Records: 394, Errors found: 1, Elapsed Time: 00:00 Is there an easy fix for this? I hope? >.> Link to comment Share on other sites More sharing options...
Algabar Posted January 4, 2020 Share Posted January 4, 2020 Unfortunately there's no easy fix. Script errors are just that - errors in scripts. You would need to change the original script - which requires scripting knowledge. Maybe someone in the "Creation Kit and modders" section could help you. I know you shouldn't use mods containing errors, it's very dangerous, your game may crash, kittens may die, yadda, yadda.... In fact, a lot of scripted mods have an error or two somewhere. And most of the time they work just fine. I'd convert the mod properly (here's a precise guide if you need one) and test the ported mod. If it works, I'd just ignore that error... Link to comment Share on other sites More sharing options...
Recommended Posts