Dawnguard Scripts Released With Issues

Post » Sun Nov 18, 2012 8:28 pm

I just noticed the creation kit doing an update and then noticed it was very small so i assumed it was the dawnguard script sources which it was, but every time i go and compile one of the sources (without changeing anything) it spits out a lot of errors, are bethesda just bad scripters or is there a ini change to be made? any1 else finding this annoying or found out why and found a fix?

EDIT: im kidding about bethesda providing crappy scripts, they arent stupid, they would make sure they work before releasing them
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Kat Lehmann
 
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Post » Sun Nov 18, 2012 5:28 pm

Since the scripts are in their own folder, my guess is that you didnt put the correct path in the compiler command
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Jay Baby
 
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Post » Sun Nov 18, 2012 10:10 pm

no the script is in the correct folder, i moved it so it could be seen in the creation kit, but it just wont compile
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Darlene DIllow
 
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Post » Sun Nov 18, 2012 6:59 pm

Which script(s)? They're all compiling fine here... [redacted] :)

Have you unpacked the BSA such that the PEX files are also there? Just 'cause the CK can look into the BSA if added to its INI does not mean the compiler/assembler can as they're separate entities.
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Jessie Rae Brouillette
 
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Post » Sun Nov 18, 2012 7:12 pm

i was kidding about the bethesda thing obviously, they arent stupid, they would have made sure the scripts were good but anyways im just annoyed because just by updating and opening the creation kit the script source isnt being detected, edit source is greyed out, i then move the script to the source folder with the vanilla source files and its detected but wont compile, it produces a ton of error messages, im assuming there is a change to the editor.ini or something that must be made but not sure what, how did you get them working? cause my creation kit wont pick them up if its in the default "Dawnguard" folder

EDIT: The pex files for the desired script and all others that might be needed are there, the source files are in both the dawnguard folder and the source folder but the script i want still spits out a ton of error messages (im trying to modify the vampire change script btw)
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Bee Baby
 
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Post » Mon Nov 19, 2012 4:07 am

The PEX files have to be loose in Data\Scripts folder and, also loose, the PSC files in Data\Scripts\Source. Beth, aptly, assumes the community is savvy enough to figure this sort of stuff out? :shrug: They're (PEX files) not loose to begin with as the standard user would have no interest in them coupled with the fact loose files 'win' over BSAs even if their parent plugin isn't there/loaded. The Dawnguard PSCs were distributed in that extra Source subfolder as not all users have Dawnguard and it does replace some default scripts.


Hmmm...
Spoiler
G:\Skyrim\Data\Scripts\Source>"C:\Program Files (x86)\Steam\SteamApps\Common\Skyrim\Papyrus Compiler\PapyrusCompiler.exe" G:\Skyrim\Data\Scripts\Source\DLC1VampireChangeEffectScript.psc -f="TESV_Papyrus_Flags.flg" -i="C:\Program Files (x86)\Steam\SteamApps\Common\Skyrim\Data\Scripts\Source" -o="C:\Program Files (x86)\Steam\SteamApps\Common\Skyrim\Data\Scripts" Starting 1 compile threads for 1 files...Compiling "DLC1VampireChangeEffectScript"...Starting assembly of DLC1VampireChangeEffectScript0 error(s), 0 warning(s)Assembly succeededCompilation succeeded.Batch compile of 1 files finished. 1 succeeded, 0 failed.G:\Skyrim\Data\Scripts\Source>PausePress any key to continue . . . [Finished in 2.1s]
Post the errors reported?

Anything about "Projects\TESV\Build\PC\"?
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Brad Johnson
 
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Post » Sun Nov 18, 2012 9:29 pm

Im not stupid, ive been modding for over 6 months now, i know my way around bsa loose files, and as i just said the PEX files ARE loose in the scripts folder, and the PCS files are loose in the source folder NOT the Dawnguard folder but it still comes up with this:

Starting 1 compile threads for 1 files...
Compiling "DLC1PlayerVampireChangeScript"...
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DLC1PlayerVampireChangeScript.psc(240,74): LastPower is not a property on script vampirequestscript or one of its parents
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DLC1PlayerVampireChangeScript.psc(465,62): LastLeftHandSpell is not a property on script vampirequestscript or one of its parents
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DLC1PlayerVampireChangeScript.psc(466,63): LastLeftHandSpell is not a property on script vampirequestscript or one of its parents
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DLC1PlayerVampireChangeScript.psc(466,62): type mismatch while assigning to a none (cast missing or types unrelated)
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DLC1PlayerVampireChangeScript.psc(469,90): LastLeftHandSpell is not a property on script vampirequestscript or one of its parents
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DLC1PlayerVampireChangeScript.psc(548,48): LastLeftHandSpell is not a property on script vampirequestscript or one of its parents
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DLC1PlayerVampireChangeScript.psc(548,47): type mismatch while assigning to a none (cast missing or types unrelated)
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DLC1PlayerVampireChangeScript.psc(550,55): LastPower is not a property on script vampirequestscript or one of its parents
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DLC1PlayerVampireChangeScript.psc(550,54): type mismatch while assigning to a none (cast missing or types unrelated)
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DLC1PlayerVampireChangeScript.psc(552,51): LastPower is not a property on script vampirequestscript or one of its parents
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DLC1PlayerVampireChangeScript.psc(552,50): type mismatch while assigning to a none (cast missing or types unrelated)
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DLC1PlayerVampireChangeScript.psc(623,65): cannot convert to unknown type dlc1vampiretrackingquest
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DLC1PlayerVampireChangeScript.psc(623,65): cannot cast a quest to a dlc1vampiretrackingquest, types are incompatible
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DLC1PlayerVampireChangeScript.psc(623,94): dlc1vampiretrackingquest is not a known user-defined type
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DLC1PlayerVampireChangeScript.psc(625,46): cannot convert to unknown type dlc1vampiretrackingquest
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DLC1PlayerVampireChangeScript.psc(625,46): cannot cast a quest to a dlc1vampiretrackingquest, types are incompatible
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DLC1PlayerVampireChangeScript.psc(625,75): dlc1vampiretrackingquest is not a known user-defined type
No output generated for DLC1PlayerVampireChangeScript, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on DLC1PlayerVampireChangeScript

and for a note Dawnguard is loaded in the creation kit

and what i dont understand is that it says: DLC1VampireTrackingQuest in the source file provided by bethesda but there is NO quest that shows up when searching the name, the closest is DLC1VampireLordTrackingQuest
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quinnnn
 
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Post » Sun Nov 18, 2012 1:33 pm

I'm not trying to be snarky (might just come naturally) and am certainly not questioning your intelligence. Previous CK updates have replaced ScriptCompile.bat, making it point to Beth's dev directory which most users don't have, is all.

That script, as it turns out, won't compile here either as VampireQuestScript doesn't have the properties. It would appear that one was edited and not included with the update.
ScriptName VampireQuestScript extends Quest Conditional;Variable to track if the player is a vampire;0 = Not a Vampire;1 = Vampire;2 = Vampire Mid-Point;3 = Full VampireInt Property VampireStatus Auto Conditional

Adding...
Spell Property LastPower AutoSpell Property LastLeftHandSpell Auto
... to VampireQuestScript will allow DLC1PlayerVampireChangeScript to compile, but who knows what else is missing?
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Channing
 
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Post » Mon Nov 19, 2012 4:17 am

hmm i think i see, ill give it a try
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Samantha hulme
 
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Post » Sun Nov 18, 2012 7:45 pm

also something else, every time i modify the script, the error message changes to this:

Starting 1 compile threads for 1 files...
Compiling "DLC1PlayerVampireChangeScript"...
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DLC1PlayerVampireChangeScript.psc(0,-1): mismatched input '' expecting FUNCTION
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\DLC1PlayerVampireChangeScript.psc(0,0): error while attempting to read script DLC1PlayerVampireChangeScript: Object reference not set to an instance of an object.
No output generated for DLC1PlayerVampireChangeScript, compilation failed.
Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on DLC1PlayerVampireChangeScript
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dell
 
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Post » Mon Nov 19, 2012 3:51 am

ok when i add Spell Property LastPower Auto
Spell Property LastLeftHandSpell Auto to the vampirequestscript it fails to compile saying:

c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\VampireQuestScript.psc(4,6): mismatched input 'Property' expecting FUNCTION
c:\program files\steam\steamapps\common\skyrim\Data\Scripts\Source\temp\VampireQuestScript.psc(0,0): error while attempting to read script VampireQuestScript: Object reference not set to an instance of an object.

Ok nevermind, it just didnt like me using "paste" to put the text in, if i type it in it compiles
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Ladymorphine
 
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Post » Sun Nov 18, 2012 2:28 pm

Ok it compiles now...what ive changed doesnt work in-game but at least it compiles, thanks for your help JustinOther
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Avril Churchill
 
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Post » Sun Nov 18, 2012 1:47 pm

To compile a file, they still seem to compile, and function in game, if placed into the scripts/source/ folder with no need to modify them.
I made a full back up of the unaltered files before doing any of this however.
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Ashley Campos
 
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