My Scripts dont appear to be saving...

Post » Tue Jun 19, 2012 6:11 pm

Hey guys.

Im already aware of the whole broken save issue where scripts aren't updated with the new version, but I cannot seem to get my never version of my script to even work when I start a new game... I can compile the scripts to my hearts content, delete the PEX files, and recompile, yet nothing fixes it. I still wind up with an older version of the script.

Any ideas for some help? I had fixed this once before, but I don't remember what I did.
User avatar
Elisabete Gaspar
 
Posts: 3558
Joined: Thu Aug 31, 2006 1:15 pm

Post » Tue Jun 19, 2012 6:18 pm

You can't compile the script?
User avatar
Chris Ellis
 
Posts: 3447
Joined: Thu Jul 26, 2007 10:00 am

Post » Tue Jun 19, 2012 6:44 pm

If all else fails just delete the .psc. But backup your new script before doing that just incase.
User avatar
Victoria Bartel
 
Posts: 3325
Joined: Tue Apr 10, 2007 10:20 am

Post » Tue Jun 19, 2012 4:10 pm

I can compile the scripts to my hearts content, delete the PEX files, and recompile, yet nothing fixes it. I still wind up with an older version of the script.

As I said, I can recompile it as many times as I want, but the old script seems to still run.


If all else fails just delete the .psc. But backup your new script before doing that just incase.

What is the .psc? The source code? How would that fix it... It means nothing to papyrus until it is converted to the PEX.
Can't really test it regardless since I'm at work.
User avatar
Hot
 
Posts: 3433
Joined: Sat Dec 01, 2007 6:22 pm

Post » Tue Jun 19, 2012 6:33 pm

Do it as said http://www.gamesas.com/user/378305-terra-nova/
User avatar
Theodore Walling
 
Posts: 3420
Joined: Sat Jun 02, 2007 12:48 pm

Post » Tue Jun 19, 2012 8:02 pm

Sounds like an odd issue. What, in particular, are you looking for when determining which version of a script is running? What happens if you remove the compiled script altogether? Could there be an overriding file in an BSA? I think loose files are supposed to override those in BSAs, but I'm not all that confident on anything to do with them.

Cipscis
User avatar
Adrian Powers
 
Posts: 3368
Joined: Fri Oct 26, 2007 4:44 pm

Post » Tue Jun 19, 2012 9:41 pm

As I said, I can recompile it as many times as I want, but the old script seems to still run.




What is the .psc? The source code? How would that fix it... It means nothing to papyrus until it is converted to the PEX.
Can't really test it regardless since I'm at work.

If you're deleting the .pex file and resaving the new script thus generating a NEW pex file but it is still using the old code from the previous script, then it is just a guess that the old psc isn't being removed.

.pex is the compiled result. Indeed this is the file that is used by the game. The .psc is your source, ala the original.

Assuming this is still related to the pex file though, you should delete the pex. Resave the new script, load a new game and then save the game.
User avatar
Dorian Cozens
 
Posts: 3398
Joined: Sat May 26, 2007 9:47 am

Post » Tue Jun 19, 2012 2:02 pm

If you're deleting the .pex file and resaving the new script thus generating a NEW pex file but it is still using the old code from the previous script, then it is just a guess that the old psc isn't being removed.

.pex is the compiled result. Indeed this is the file that is used by the game. The .psc is your source, ala the original.

Assuming this is still related to the pex file though, you should delete the pex. Resave the new script, load a new game and then save the game.

Ok. I see where you're going with that. Sadly I have done that numerous times, in addition to adding stupid message boxes saying something like "HEY I FINALLY UPDATED!"

Also, As I had stated in the OP, I have tried deleting the PEX file numerous times. I honestly cannot figure out what is going on, as I have practically removed any trace of the old code that I am seeing ingame. The only thing I could possibly think of is that the older script is being saved in the ESP file, which contradicts what I have seen in other topics where Devs have said the scripts are not included in the ESP.

However, I have uploaded this to Steam Workshop on February 15, and I am changing the scripts now. Does that make any difference?


Sounds like an odd issue. What, in particular, are you looking for when determining which version of a script is running? What happens if you remove the compiled script altogether? Could there be an overriding file in an BSA? I think loose files are supposed to override those in BSAs, but I'm not all that confident on anything to do with them.

Cipscis


I have added debug statements, such as the message box. I do not see those messages in the script. Even new games result in the older scripts being loaded. This issue has happened before, and for the life of me... I cant remember what I did to fix it.

Don't know what you mean with the inclusion of the BSA bit... I am not using any vanilla objects in this plugin, so everything should be updating fine.

I had tried removing the script as you had suggested last night, but I do not recall the result. I will try again when I get home and I will let you know.
User avatar
Jennifer May
 
Posts: 3376
Joined: Thu Aug 16, 2007 3:51 pm

Post » Tue Jun 19, 2012 8:26 pm

Are you absolutely certain you haven't just made a mistake in the script that would stop your debug messages from appearing? It could be useful if you post the script itself.

Cipscis
User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Tue Jun 19, 2012 1:11 pm

I'm at work and don't have access to it. but it basically consisted of just a MoveTo(), and a PlaceAtMe() within an OnHit() event. Thats it. No fancy if statments, or other prerequisites or any other requirements of the sort.

Edit:
As a matter of fact, the script is for the burning of the scar fragment in the mod in my siggy.
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Tue Jun 19, 2012 11:08 am

Allrighty. Im extremely confused. I got home a few minutes ago, turned on my computer, started up skyrim immediately to do some gaming... and used my mod (You know... cuz its awesome and everything) and guess what? Everything works... Perfectly in fact.

Now this confuses me... Since last night, when this issue has been happening, No matter what I did, couldnt get the script to update. Today, works fine. What confuses me, is I have done absolutely nothing since last night. The only difference is today, I did not have the CK up and running while I was playing.


So... uh... WTF?
User avatar
Kat Ives
 
Posts: 3408
Joined: Tue Aug 28, 2007 2:11 pm

Post » Tue Jun 19, 2012 8:54 pm

Allrighty. Im extremely confused. I got home a few minutes ago, turned on my computer, started up skyrim immediately to do some gaming... and used my mod (You know... cuz its awesome and everything) and guess what? Everything works... Perfectly in fact.

Now this confuses me... Since last night, when this issue has been happening, No matter what I did, couldnt get the script to update. Today, works fine. What confuses me, is I have done absolutely nothing since last night. The only difference is today, I did not have the CK up and running while I was playing.


So... uh... WTF?

Your computer was tired and needed a nap? Really weird....
User avatar
Silvia Gil
 
Posts: 3433
Joined: Mon Nov 20, 2006 9:31 pm


Return to V - Skyrim