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Compiled scripts not updating? Game keeps trying to read old scripts t


Funkonaut

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So I'm not entirely sure how to even describe this problem. Basically, I have about a dozen .psc files for the mod I'm working on. Some I haven't touched in days and up until today were behaving normally.


Today after writing some code in a couple of them, weird things started happening. I noticed I wasn't getting the right debug messages when my quest started that should have come from OnStart() (the quest is starting though).

After checking the debug logs, it became clear the the game was, somehow, using or reading from old versions of my scripts; I saw messages like:

warning: Property myDummyChest on script hsmbrewerscript attached to (0700BE27) cannot be initialized because the script no longer contains that property

Well the reason it "no longer contains" the myDummyChest property is because I deleted that property from the script days ago, compiled it days ago, and for the past several says it has worked fine. Then all of a sudden today I am getting tons of messages like the one above, and my updated scripts I worked on aren't firing their new functions and claiming that they don't have them.

I did not move any script files around or anything. The one thing I did do was *copy* the .psc and .pex files I have into another folder for back up (which I've done several times before).

I checked to make sure the correct versions were still in the .../data/script folder. I tried deleting all the .pex files and recompiling to generate new ones. I tried running the CK with all the files removed, re-adding, recompiling, and re-running the CK hoping this would reset a bunch of stuff. Still when I play the game, it behaves as if it's reading old script files.

I hope I described my problem well enough for someone to point me in the right direction...how do I fix this...help!


EDIT: Also, I use SublimeText to write/compile my scripts (recommended program from the wiki).

Edited by Funkonaut
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warning: Property myDummyChest on script hsmbrewerscript attached to (0700BE27) cannot be initialized because the script no longer contains that property

To solve that... put the property back on the script, recompile it. Go to all the forms in the CK that use that script and clear the value for that property. Once all entries for that property are clear and you've saved your plugin, you may safely remove the property from your script.

 

As far as debug messages and other things not taking place... This is most likely due to changing the script and then using a save that had already seen a version of the script. Some changes won't take unless you use a game that has never seen the mod/script before.

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You don't need to add the property back into the script, nor recompile it. Just edit each object in the CK that has that script attached to it and open the script properties dialogue box. Then click OK to close it again. Once you've done that for all those objects, save the mod again. That will refresh the properties stored in the esp.
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You don't need to add the property back into the script, nor recompile it. Just edit each object in the CK that has that script attached to it and open the script properties dialogue box. Then click OK to close it again. Once you've done that for all those objects, save the mod again. That will refresh the properties stored in the esp.

That's odd. I couldn't do that. The old property did not display on the record in the CK. In order to get it and it's stored value to show up I had to add the property back on the script and recompile.

 

Perhaps your method only works for certain objects? I know the Creation Kit can be fickle about what it does.

Edited by IsharaMeradin
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...

Still when I play the game, it behaves as if it's reading old script files.

...

That's because it *is* using the old scripts. That stuff is getting baked into the save files in Skyrim.

 

That kind of thing is just maddening because of course people expect the engine to just update, but the engine has been "optimized" to overlook changes in plugins (because it's usually redundant and would just waste valuable processing time).

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