No, I have not, but it appears to have something to do with changing the appearance of the college as you progress through the CoW quest line.
The problem is that the .pex file included in OCW contains text that shouldn't be there, rendering it impossible for Skyrim to run it. Load order does not matter, the script will not run.
Broken script contents (raw): Starting 1 compile threads for 1 files... Compiling "Test"... Starting assembly of Test 0 error(s), 0 warning(s) Assembly succeeded
Compilation succeeded.
Batch compile of 1 files finished. 1 succeeded, 0 failed. ressing based on the player's progress in a quest. ::_MarkerToDisable_var ::_MarkerToEnable_var ::HoursToWait_var Int _MarkerToDisable _MarkerToEnable HoursToWait String 'Function that returns the current state ::State None ::NoneVar Disable Enable UnregisterForUpdateGameTime self 9Function that switches this object to the specified state newState onEndState onBeginState akActionRef ::temp0 actor ::temp1 ::temp2 Bool ::temp3 Float game GetPlayer RegisterForSingleUpdateGameTime [ý´¨
u
! " # $ % & ' ! " ! " $ ( $
Recompiled version (raw): úWÀÞ aéóŸ !CWHCM_SetChangeOnQuestProg_03.psc ) cwhcm_setchangeonquestprog_03 GetState GotoState OnTriggerEnter OnUpdateGameTime conditional hidden ObjectReference CChanges the set dressing based on the player's progress in a quest. ::_MarkerToDisable_var ::_MarkerToEnable_var ::HoursToWait_var Int _MarkerToDisable _MarkerToEnable HoursToWait String 'Function that returns the current state ::State None ::NoneVar Disable Enable UnregisterForUpdateGameTime self 9Function that switches this object to the specified state newState onEndState onBeginState akActionRef ::temp0 actor ::temp1 ::temp2 Bool ::temp3 Float game GetPlayer RegisterForSingleUpdateGameTime aéò
You misunderstand. What you're seeing in my posts is the compiled version of the script not the human readable source.
To clarify, the source for the script in OCW is fine (in the sense that it compiles without errors) and does not have any strange characters. The problem is that the compiled script in OCW contains stuff that shouldn't be there, specifically: Starting 1 compile threads for 1 files... Compiling "Test"... Starting assembly of Test 0 error(s), 0 warning(s) Assembly succeeded
Compilation succeeded.
Batch compile of 1 files finished. 1 succeeded, 0 failed I had hoped the mention of "raw" in my previous point explained this.
EDIT: I'm struggling to clarify this with the examples above, so let me try it in simpler terms. What you see in the CK is the source, but once you compile the script it's no longer properly readable by humans (this is the .pex file). Open any of the .pex files with from the base game with any random text editor (notepad) and you will see similar unreadable strange characters.
ah, your use of "raw" led me to believe you were showing the source version, not the compiled one.
that makes far more sense as alot of the characters seen in your examples dont show up in a uncompiled script wich is where my concern was coming from.
It's unlikely to break anything. As far as I remember (and it has been a while) the script only enables some objects somewhere during the College of Winterhold questline. And I never bothered to check which objects exactly.
Thank you very much for this fix, before when I came across the script error when running Dyn 3 I googled the name and it brought me here, I closed Dyn down and installed the fix and relaunched and no more complaints. Well, not from the script anyway it hates Blubbo's trees though. I have endorsed this fix.
Hi @Trademark, I just wanted thank you for this, also your explanations below are really helpful, one of the best take your time to explain to people. I dont often write on mods but have been here a very long time. :)
Merging will overwrite the script in the original mod. Loading it separately after the original will overwrite the script in the original mod.
The result is the same, the broken script is overwritten with one that isn't broken. I personally prefer the latter as it's much easier to track updates. But you should do whatever makes you feel comfortable :)
Sorry if the answer is obvious, but i am very dumb and not entirely used to modern skyrim modding.
I found this mod because i had the same problem, DyndoLOD warning me about the invalid script. Do I have to rerun DyndoLOD after installing this fix? Or is just having the fixed script in there enough?
If DynDOLOD finished succesfully, there should be no need to rerun it.
Technical background: DynDOLOD itself does not touch this script and has no dependancy on it. However, DynDOLOD does perform a few sanity checks on your Skyrim folder and has the capability of warning about certain issues. Detecting corrupt scripts just happens to be one of them. It's also good at detecting broken FormIDs in some mods that really need fixing by the mod author. So apart from it's usefulness with regards to game LOD, it's also pretty good at spotting some of the more obvious problems :)
60 comments
ive run into this problem before when a compatibility script wont run due to the mod its meant to patch isent loaded.
sometimes mod authors forget to remove references and that can cause issues as well.
The problem is that the .pex file included in OCW contains text that shouldn't be there, rendering it impossible for Skyrim to run it. Load order does not matter, the script will not run.
Broken script contents (raw):
Starting 1 compile threads for 1 files...
Compiling "Test"...
Starting assembly of Test
0 error(s), 0 warning(s)
Assembly succeeded
Compilation succeeded.
Batch compile of 1 files finished. 1 succeeded, 0 failed.
ressing based on the player's progress in a quest. ::_MarkerToDisable_var ::_MarkerToEnable_var ::HoursToWait_var Int _MarkerToDisable _MarkerToEnable HoursToWait String 'Function that returns the current state ::State None ::NoneVar Disable Enable UnregisterForUpdateGameTime self 9Function that switches this object to the specified state newState
onEndState onBeginState akActionRef ::temp0 actor ::temp1 ::temp2 Bool ::temp3 Float game GetPlayer RegisterForSingleUpdateGameTime [ý´¨
u
! " # $ % & ' ! " ! " $ ( $
Recompiled version (raw):
úWÀÞ aéóŸ !CWHCM_SetChangeOnQuestProg_03.psc ) cwhcm_setchangeonquestprog_03 GetState GotoState OnTriggerEnter OnUpdateGameTime conditional hidden ObjectReference CChanges the set dressing based on the player's progress in a quest. ::_MarkerToDisable_var ::_MarkerToEnable_var ::HoursToWait_var Int _MarkerToDisable _MarkerToEnable HoursToWait String 'Function that returns the current state ::State None ::NoneVar Disable Enable UnregisterForUpdateGameTime self 9Function that switches this object to the specified state newState
onEndState onBeginState akActionRef ::temp0 actor ::temp1 ::temp2 Bool ::temp3 Float game GetPlayer RegisterForSingleUpdateGameTime aéò
u
! " # $ % & ' ! " ! " $ ( $
you shouldn't ever be seeing random characters or gibberish when viewing a script as long as your using the correct compiler/viewer.
actually on second glance, your recompiled version is even more broken.
what are you using to open the script file?
To clarify, the source for the script in OCW is fine (in the sense that it compiles without errors) and does not have any strange characters. The problem is that the compiled script in OCW contains stuff that shouldn't be there, specifically:
Starting 1 compile threads for 1 files...
Compiling "Test"...
Starting assembly of Test
0 error(s), 0 warning(s)
Assembly succeeded
Compilation succeeded.
Batch compile of 1 files finished. 1 succeeded, 0 failed
I had hoped the mention of "raw" in my previous point explained this.
EDIT: I'm struggling to clarify this with the examples above, so let me try it in simpler terms. What you see in the CK is the source, but once you compile the script it's no longer properly readable by humans (this is the .pex file). Open any of the .pex files with from the base game with any random text editor (notepad) and you will see similar unreadable strange characters.
that makes far more sense as alot of the characters seen in your examples dont show up in a uncompiled script wich is where my concern was coming from.
Now you can get to sorting out all the other errors. Skyrim modding is great
Anyway thank you again.
Merging will overwrite the script in the original mod.
Loading it separately after the original will overwrite the script in the original mod.
The result is the same, the broken script is overwritten with one that isn't broken. I personally prefer the latter as it's much easier to track updates. But you should do whatever makes you feel comfortable :)
I found this mod because i had the same problem, DyndoLOD warning me about the invalid script. Do I have to rerun DyndoLOD after installing this fix? Or is just having the fixed script in there enough?
Technical background:
DynDOLOD itself does not touch this script and has no dependancy on it. However, DynDOLOD does perform a few sanity checks on your Skyrim folder and has the capability of warning about certain issues. Detecting corrupt scripts just happens to be one of them. It's also good at detecting broken FormIDs in some mods that really need fixing by the mod author. So apart from it's usefulness with regards to game LOD, it's also pretty good at spotting some of the more obvious problems :)