If you have ideas/requests for features, then you can post them in the comments or grab a copy of the source code from the Github repo (link in the description and the permissions section) and implement them yourself.
=== Do not use this with SSE / MO2 / CK-64 bit ====
It breaks the MO2 64 bit vfs such that CK cannot see script updates and / or new scripts. You dont need it anyway you just need make sure that all your MO API dependencies (e.g. SKSE) put the sources you need in data/scripts/source and compiled scripts in data/scripts
you may need to add the following entry to creationkit.ini to align it with this dir structure
[Papyrus] sScriptSourceFolder=Data\Scripts\Source
.. and of course make sure the base game sources supplied with CK are in the right place
Hey mrpwn! Love this tool. I've been trying to get it to work with Skyrim SE and MO2. It works fine for the first compile, but CK crashes on the second. Any plans on updating to SE?
Thank you thank you!! I was going crazy trying to get MO and Papyrus to "play nice" with each other, and they just don't. I don't even know Papyrus, I'm new to modding, and that was making it SO much more frustrating.
Anyone who uses MO and wants to do anything with scripts needs this.
The instructions for setup are actually quite easy to follow. It didn't look difficult, but I thought it would take longer than it did. It only took five or ten minutes.
I wish there was a way for something more than just "Endorsed" to draw attention to this mod for people who need it. Thanks again.
Okay, different issue altogether, and not even sure if it is related to this compiler...
Trying to use a fragment in a dialogue, and the compile attempt initially got this error:
Compiling "TIF__05C79C99"... S:\Steam Games\SteamApps\common\Skyrim Utilities\Mod Organizer\overwrite\scripts\source\TIF__05C79C99.psc(7,0): missing EOF at 'Scriptname'
Since the game engine decided on the scriptname -- and it isn't modifiable because the FavorDailogueGeneric property can't be accessed outside of fragments, AFAIK, I'm stuck with this scriptname for it.
On trying to copy the dialogue info to see if maybe (shrug) something was off with the naming convention, it instead throws "Errors encountered when attempting to load the script".
Starting fresh produced the same "Errors encountered when attempting to load the script". I have tried restarting multiple times, testing valid scripts in the engine first and then starting fresh, only to get this error again. Hell, I can't even get back to the EOF errors anymore.
As long as I am not attempting to use fragments, it seems to work fine, and compiling fragments from the vanilla game files also seems to work, but new ones -- maybe only involving FavorDialogueGeneric, seem to fail in one way or another, regardless of method used to create them.
Just to be clear: Advanced Papyrus isn't a compiler. All it does at the moment is act as a wrapper that can modify arguments sent by Creation Kit and then start the actual compiler with those modified arguments. If you see messages that don't start with "Advanced Papyrus: ", then those messages are generated by the actual compiler.
Thanks for the quick reply, but yeah, that failed:
unable to find TESV_Papyrus_Flags.flg
However... adding the same path from "scripts" to the Input paths (scripts=S:\Steam Games\SteamApps\common\Skyrim\Data\Scripts and path1=S:\Steam Games\SteamApps\common\Skyrim\Data\Scripts\Source) worked.
None of the examples you gave seemed to require that. Not complaining per se (hey, it works!), but the example on github should be reworked to add that for users (like myself) who might not realize it would be necessary.
Thanks for creating this, it seems to resolve the issues with MO/CK scripting as advertised. Much appreciated!
That should be the path to the vanilla Skyrim source files that come with Creation Kit. The GitHub repository has more detailed instructions, which are also included in the releases. The instructions also contain an example of how I've got it set up. In my case I've got a very bare bones Skyrim folder since everything, except for Bethesda's master files and BSAs, is moved into folders managed by Mod Organizer.
If the source for the script you are trying to compile isn't in the folder specified by the scripts setting, then you need to add the folder containing the script source as an import path setting.
EDIT: Remember to remove the '#' character from the beginning of a setting you are using or that setting will be ignored.
13 comments
It breaks the MO2 64 bit vfs such that CK cannot see script updates and / or new scripts.
You dont need it anyway you just need make sure that all your MO API dependencies (e.g. SKSE) put the sources you need in
data/scripts/source
and compiled scripts in
data/scripts
you may need to add the following entry to creationkit.ini to align it with this dir structure
[Papyrus]
sScriptSourceFolder=Data\Scripts\Source
.. and of course make sure the base game sources supplied with CK are in the right place
Anyone who uses MO and wants to do anything with scripts needs this.
The instructions for setup are actually quite easy to follow. It didn't look difficult, but I thought it would take longer than it did. It only took five or ten minutes.
I wish there was a way for something more than just "Endorsed" to draw attention to this mod for people who need it. Thanks again.
Trying to use a fragment in a dialogue, and the compile attempt initially got this error:
Compiling "TIF__05C79C99"...
S:\Steam Games\SteamApps\common\Skyrim Utilities\Mod Organizer\overwrite\scripts\source\TIF__05C79C99.psc(7,0): missing EOF at 'Scriptname'
Since the game engine decided on the scriptname -- and it isn't modifiable because the FavorDailogueGeneric property can't be accessed outside of fragments, AFAIK, I'm stuck with this scriptname for it.
On trying to copy the dialogue info to see if maybe (shrug) something was off with the naming convention, it instead throws "Errors encountered when attempting to load the script".
Starting fresh produced the same "Errors encountered when attempting to load the script". I have tried restarting multiple times, testing valid scripts in the engine first and then starting fresh, only to get this error again. Hell, I can't even get back to the EOF errors anymore.
As long as I am not attempting to use fragments, it seems to work fine, and compiling fragments from the vanilla game files also seems to work, but new ones -- maybe only involving FavorDialogueGeneric, seem to fail in one way or another, regardless of method used to create them.
/tearing my hair out...
Could you post the source of the script fragment?
"Improperly formed command line argument: Games\SteamApps\common\Skyrim"
My directory is: S:\Steam Games\SteamApps\common\Skyrim\Data\scripts\Source\TESV_Papyrus_Flags.flg
I'm thinking the space between Steam and Games in the initial path if throwing it off. If I place the path in quotes the error message changes to:
"Improperly formed command line argument: Games\SteamApps\common\Skyrim\Data\scripts\Source\TESV_Papyrus_Flags.flg"
Any advice on this?
flags=TESV_Papyrus_Flags.flg
The error message is generated by the compiler, which looks for a flags file among the input folders based on the name of the file.
You don't need to enclose paths in quotation marks, even if they contain whitespace.
unable to find TESV_Papyrus_Flags.flg
However... adding the same path from "scripts" to the Input paths (scripts=S:\Steam Games\SteamApps\common\Skyrim\Data\Scripts and path1=S:\Steam Games\SteamApps\common\Skyrim\Data\Scripts\Source) worked.
None of the examples you gave seemed to require that. Not complaining per se (hey, it works!), but the example on github should be reworked to add that for users (like myself) who might not realize it would be necessary.
Thanks for creating this, it seems to resolve the issues with MO/CK scripting as advertised. Much appreciated!
EDIT: aaaaand, I hate forced smileys...
That should be the path to the vanilla Skyrim source files that come with Creation Kit. The GitHub repository has more detailed instructions, which are also included in the releases. The instructions also contain an example of how I've got it set up. In my case I've got a very bare bones Skyrim folder since everything, except for Bethesda's master files and BSAs, is moved into folders managed by Mod Organizer.
If the source for the script you are trying to compile isn't in the folder specified by the scripts setting, then you need to add the folder containing the script source as an import path setting.
EDIT: Remember to remove the '#' character from the beginning of a setting you are using or that setting will be ignored.