Hello, I am developing a translation tool and I don't want users to download the bulky CK, so I am looking for Skyrim's own compiler. Can I include your program PapyrusAssembler.exe PapyrusCompiler.exe in my program?
I am currently using the official Skyrim compiler and I am not sure if it will cause copyright issues
Hi. I'm attempting to use PCP with Skyrim SE. So far everything is going fine until I need to make PCP recognize Mod Organizer 2. The path is set and PCP sees modorganizer.exe, however once I navigate away from the Config tab within PCP the Mod Organizer exe is no longer recognized and the path is cleared. I don't know why it won't stay recognized.
So I made some changes to a script in a patch that overwrites the original script. PCP says it compiles without errors but when I de-compile the output file, the code is unchanged from the original mod. I dont understand what's happening. I clearly see the input/output folder paths correctly point to the patch location, not the original, and the output pex is created in the folder above the psc source. But it's like it throws out that updated source, and uses the original in a different mod folder. EDIT: This seems to happen when using "Automatically add active sources", and it doesn't always happen. Somehow the original script takes precedence in this app even though in MO the updates script is the one with higher priority. The app just gets confused which script I'm trying to compile, even tough I am clearly drag 'n dropping the updated script into the app.
EDIT 2: OH DAMN!! It's a real issue and I'm not losing my mind! Someone else posted a workaround for the inverted source loading order, here https://www.nexusmods.com/skyrim/mods/88358
EDIT 3. Everything works fine when I run PCP from MO2 and disable "Automatically add active sources"
Attempting to compile SSE scripts and I've tried the suggestion from netbadass and copied tesv.exe to the SSE directory.
Now when I try to compile I get these two[2] errors: <unknown>(0,0): Unable to find flags file: D:\Steam-Games\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\TESV_Papyrus_Flags.flg qf_poshpawsupdatequest_01008ec0.psc(3,0): Unknown user flag Hidden
The first error shows up when I try to manually assign the flag "TESV_Papyrus_Flags.flg". Other wise I get an "Unable to find flags file" error instead.
Not sure why the second one appears. I've processed the same scripts with pc+ in my oldrim builds before and never had this flag issue. So, I'm assuming it's due to now having loaded flags.
Is there a workaround, and/or plans to update/port this for SSE support? Now, I'm just sitting here trying to figure out if it's a compatibility issue or user error still.
UPDATE: I was able to resolve the missing flag file issue! But now I'm stuck with errors on certain script functions not being found although I've set there scripts up as imports in the .build_papyrus.yml config.
Can this be updated to work with Special Edition or is there a version somewhere for it? When I tried using this, it says it found an incompatible game at the directory I pointed it to.
EDIT: I got around this buy changing the name of the executable temporarily. I changed "SkyrimSE.exe" to "TESV.exe" and changed it back afterward.
Thanks; worked like charm for what I wanted to do! Mostly anyway xD. After I had figured out I need to unpack the scripts.rar in my Skyrim data file for it to work.
After that, I only had one issue: It kept grabbing the wrong source-file to compile. Basically (using Mod Organizer), I have a mod in one folder, the translated version in a second folder and then in a third folder is my edited source-file (it wasn't fully translated for some reason; so I wanted to fix that). So I have told the program to compile that source-file in my third folder, and it has done so. Or at least that's what it claimed; correct path and everything. Instead, it somehow went to one of the other folders and compiled the source-file from there, while still telling me it compiled the one I've told it to compile. No wonder it was 100% English when testing ingame! It worked properly after I had gotten the idea to rename the source-files in the other folders, before telling it to compile my edited source-file.
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If anyone needs any extra support I check here quite regularly, unless the above date is quite old.
I will reply to any questions here or private messages as soon as I can.
Happy modding!
I am currently using the official Skyrim compiler and I am not sure if it will cause copyright issues
I was really disappointed to discover this.
EDIT: This seems to happen when using "Automatically add active sources", and it doesn't always happen. Somehow the original script takes precedence in this app even though in MO the updates script is the one with higher priority. The app just gets confused which script I'm trying to compile, even tough I am clearly drag 'n dropping the updated script into the app.
EDIT 2: OH DAMN!! It's a real issue and I'm not losing my mind! Someone else posted a workaround for the inverted source loading order, here https://www.nexusmods.com/skyrim/mods/88358
EDIT 3. Everything works fine when I run PCP from MO2 and disable "Automatically add active sources"
Now when I try to compile I get these two[2] errors:
<unknown>(0,0): Unable to find flags file: D:\Steam-Games\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\TESV_Papyrus_Flags.flg
qf_poshpawsupdatequest_01008ec0.psc(3,0): Unknown user flag Hidden
The first error shows up when I try to manually assign the flag "TESV_Papyrus_Flags.flg".
Other wise I get an "Unable to find flags file" error instead.
Not sure why the second one appears. I've processed the same scripts with pc+ in my oldrim builds before and never had this flag issue.
So, I'm assuming it's due to now having loaded flags.
Is there a workaround, and/or plans to update/port this for SSE support?
Now, I'm just sitting here trying to figure out if it's a compatibility issue or user error still.
UPDATE:
I was able to resolve the missing flag file issue!
But now I'm stuck with errors on certain script functions not being found although I've set there scripts up as imports in the .build_papyrus.yml config.
EDIT: I got around this buy changing the name of the executable temporarily. I changed "SkyrimSE.exe" to "TESV.exe" and changed it back afterward.
After that, I only had one issue: It kept grabbing the wrong source-file to compile. Basically (using Mod Organizer), I have a mod in one folder, the translated version in a second folder and then in a third folder is my edited source-file (it wasn't fully translated for some reason; so I wanted to fix that). So I have told the program to compile that source-file in my third folder, and it has done so. Or at least that's what it claimed; correct path and everything. Instead, it somehow went to one of the other folders and compiled the source-file from there, while still telling me it compiled the one I've told it to compile. No wonder it was 100% English when testing ingame! It worked properly after I had gotten the idea to rename the source-files in the other folders, before telling it to compile my edited source-file.
Your tool works great and in an easily way! Thank you for sharing it.