GoblinSlayeru15 Posted December 21, 2020 Share Posted December 21, 2020 Hi, I've just downloaded Ambriel follower mod in order to see how some scripts and papyrus fragments works in the CK, but when I opening it, I find a text wich says "CODE NOT LOADED" in all Quest's scripts sections and papyrus fragments sections. Any clue why says that? Tried another mod like Hel Follower and found the same issue with scrips in the CK. Link to comment Share on other sites More sharing options...
dylbill Posted December 21, 2020 Share Posted December 21, 2020 That means the source .psc scripts aren't found. Those mods probably didn't come with source scripts. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted December 21, 2020 Share Posted December 21, 2020 CODE NOT LOADED means that the PSC files cannot be found by the Creation Kit. This can happen with DLC records as well since by default their scripts are in a sub-directory of the source folder. If the mod does not have source files (PSC) that can be placed in the correct folder, you can use Champolion to decompile into a format that can be read and re-compiled. However, it will have differences from the original source files. Any author comments will be missing, all events will be referred to as functions (there is no difference to papyrus anyway) and the order of the functions may be different than the original source file. Link to comment Share on other sites More sharing options...
GoblinSlayeru15 Posted December 21, 2020 Author Share Posted December 21, 2020 Thank you for yours answers! Link to comment Share on other sites More sharing options...
GoblinSlayeru15 Posted December 21, 2020 Author Share Posted December 21, 2020 CODE NOT LOADED means that the PSC files cannot be found by the Creation Kit. This can happen with DLC records as well since by default their scripts are in a sub-directory of the source folder. If the mod does not have source files (PSC) that can be placed in the correct folder, you can use Champolion to decompile into a format that can be read and re-compiled. However, it will have differences from the original source files. Any author comments will be missing, all events will be referred to as functions (there is no difference to papyrus anyway) and the order of the functions may be different than the original source file. It's seems that this Champolion can't run in my pc. Tried both versions (32-64 bits) and nothing! Every time I open the .exe file, close immediately. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted December 21, 2020 Share Posted December 21, 2020 Champolion is a command line tool. You cannot just run the EXE file. I created two folders inside the Champolion folder. One I named PexOnlyFiles and the other Decompiled. The names are pretty straightforward. I put the pex files to be decompiled in the PexOnlyFiles folder and then I double click on a BAT file, located in the Champolion folder, that I made and the output goes to the Decompiled folder. An output.txt file is created and placed in the main Champolion folder. This is just an information file that indicates what the tool did or did not do. The contents of the BAT file are as follows: champollion.exe pexonlyfiles -p decompiled -t > output.txt Adapt for your purposes as you need. Link to comment Share on other sites More sharing options...
GoblinSlayeru15 Posted December 23, 2020 Author Share Posted December 23, 2020 Thank you! I've solved my problem! Link to comment Share on other sites More sharing options...
xenaclone Posted December 29, 2023 Share Posted December 29, 2023 (edited) Anybody who wants to skip the command prompt stuff, here is a nifty program I found. Champollion Graphical User Interface at Skyrim Nexus - Mods and Community (nexusmods.com) Its files go into the Data > Processors > Champollion folder. Just open the ChampollionGUI and voila. My only suggestion would be to experiment first. Don't just convert the .pex files into .psc and drop them into the Skyrim > Data > Scripts folder, place them into a folder outside of your game. I then added a second Source folder into the experimental folder, this way I could simply copy > paste everything into the Scripts folder once I saw that everything was where it should be. ..... and even after all that, the scripts I'm trying to get a glimpse of are STILL not entirely visible/workable. The mod author must be really paranoid or something. But at least the dreaded ;CODE NOT LOADED fragments are gone. Edited December 29, 2023 by xenaclone Link to comment Share on other sites More sharing options...
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