CK doesn't recognize .psc files packed in a .bsa

Post » Sun Nov 18, 2012 4:07 am

I am working on a large project and we are working on quests now and that means when new scripts get created I need to pack them into a .bsa file with BSAopt.

When I try and edit the scripts I just get a big
;CODE NOT LOADED
instead of a script. The original .psc is in the .bsa.


Could it have something to do with the fact that we are using Version Control? I merge the changes my team makes to the mod into a master .esm file.
Or do I have to do that thing that people are doing with dawnguard? Where you have to add the .bsa file to some config list or something(i've heard)
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sam smith
 
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Post » Sun Nov 18, 2012 4:49 pm

That happens to me too, still haven't got an answer
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marie breen
 
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Post » Sun Nov 18, 2012 2:40 am

The assets have to be loose. The CK doesn't auto-load BSAs by virtue of nomenclature like TESV.exe does.
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Star Dunkels Macmillan
 
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Post » Sun Nov 18, 2012 3:13 am

The PSCs have to be loose. The CK doesn't auto-load BSAs by virtue of nomenclature like TESV.exe does.

I think I already tried that before. Let me try it again.
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Charleigh Anderson
 
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Post » Sun Nov 18, 2012 5:50 am

The PSCs have to be loose. The CK doesn't auto-load BSAs by virtue of nomenclature like TESV.exe does.

Yup. I extracted all the .psc files in the mod into the scripts/source folder. I opened up the mod and tried opening up a quest and looking at some of the scripts assigned to the quest and they all still say ";CODE NOT LOADED"
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Angelina Mayo
 
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Post » Sun Nov 18, 2012 6:48 am

Have said PSC's been compiled? You'll need the loose PEX files as well.
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Yama Pi
 
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Post » Sun Nov 18, 2012 3:01 pm

Hmm that seems to fix the problem.

There is still a problem because half the scripts are still not there but I'm assuming that's just my fault. Thank you!
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Marine Arrègle
 
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Post » Sun Nov 18, 2012 4:09 pm

Glad things are sorting themselves out :) I'd imagine when all the PEX files are present, all will load, but you might need to reload the plugin first.
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Ells
 
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