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I am trying to modify a script found in Swift Potion NG (https://www.nexusmods.com/skyrimspecialedition/mods/78272?) to change the default hotkeys. This is because the MCM does not save hotkeys across to new games (but it saves other settings). I didn't want to bother the mod author so I am trying this workaround for personal use. I set up PCA (https://www.nexusmods.com/skyrimspecialedition/mods/23852) in MO2 and tested with some vanilla scripts which compiled successfully. I made a mod with the scripts and source scripts from the Creation Kit zip, and also dropped in SKSE source and scripts to be sure. This way I can enable/disable these scripts at the highest MO2 priority just for compilation. I then changed the scancodes for wherever the old hotkeys were listed, thinking this would change the default hotkeys (which corresponded to the scancodes I found). Unfortunately, the script fails to compile even before my adjustment. _SPN_ConfigSkyUIScript.psc C:\Skyrim\Data\Scripts\Source\SKI_ConfigManager.psc(195,15): SetInputText is not a function or does not exist C:\Skyrim\Data\Scripts\Source\SKI_ConfigManager.psc(228,15): RequestInputDialogData is not a function or does not exist I haven't been able to figure out what to do by searching or looking at guides. By the way, this is the first Papyrus involvement I have had since 2012. How can I get through this so I can compile? Any help would be much appreciated.
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I'm trying to compile a script that uses F4SE scripts but the creation kit refuses to recognize that I have the F4SE source scripts installed. Does anyone have any idea what might be the problem? I have the SE source scripts installed in the file path: data > scripts > source
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Hi, I've tried to install few mods, but I can't open the game.It's an original game(installed from cd and updated via Torrent updates).Game is working perfectly with only Debug Console Enabler. This error is showing up every time when trying to compile functions: Error [content0]game\temp.ws(8702): Could not find function 'AddSessionTag'Error [content0]game\temp.ws(8707): Could not find function 'RemoveSessionTag'Error [content0]game\temp.ws(10731): Cannot call exec function 'XDPPrintUserStats' from scripts instead of the console.Error [content0]game\temp.ws(10736): Cannot call exec function 'XDPPrintUserAchievement' from scripts instead of the console.Error [content0]game\temp.ws(11134): Could not find function 'SetGameProgress'Error [content0]game\gameplay\alchemy\alchemymanager.ws(318): Could not find function 'LogWithLabelAndValue'Error [content0]game\gameplay\alchemy\alchemymanager.ws(322): Could not find function 'LogWithLabelAndValue'Error [modweaponkatana]game\npc\npc.ws(1882): Could not find function 'LogWithLabelAndValue'Error [modweaponkatana]game\npc\npc.ws(2728): Could not find function 'LogWithLabelAndValue'Error [content0]game\player\player.ws(1089): Could not find function 'LogWithLabel'Error [modweaponkatana]game\player\r4player.ws(8366): Could not find function 'LogWithLabelAndValue'Error [modweaponkatana]game\player\r4player.ws(11186): Could not find function 'LogWithLabel'Error [modweaponkatana]game\player\r4player.ws(13162): Could not find function 'LogWithLabel'Error [modweaponkatana]game\player\playerwitcher.ws(5528): Could not find function 'LogWithLabelAndValue'Error [modweaponkatana]game\player\playerwitcher.ws(5947): Could not find function 'LogWithLabelAndValue'Error [modweaponkatana]game\player\playerwitcher.ws(6411): Could not find function 'LogWithValueStr'Error [modweaponkatana]game\player\playerwitcher.ws(6810): Could not find function 'LogWithLabel'Error [content0]game\components\inventorycomponent.ws(181): Could not find function 'LogWithValue'Error [content0]game\components\inventorycomponent.ws(194): Could not find function 'LogWithValue'Error [content0]game\components\inventorycomponent.ws(768): Could not find function 'LogWithLabelAndValue'Error [content0]game\components\inventorycomponent.ws(2231): Could not find function 'LogWithLabelAndValue'Error [content0]game\r4game.ws(1663): Could not find function 'SetCommonStatI32'Error [content0]game\gameplay\leveling\levelmanager.ws(277): Could not find function 'LogWithValue'Error [content0]game\gameplay\leveling\levelmanager.ws(286): Could not find function 'LogWithValue'Error [content0]game\gameplay\leveling\levelmanager.ws(409): Could not find function 'LogWithValue'Error [content0]game\gameplay\focus\focus.ws(207): Could not find function 'LogWithName'Error [content0]game\gameplay\focus\focus.ws(267): Could not find function 'LogWithName'Error [content0]game\gui\hud\hud.ws(1188): Could not find function 'LogWithLabel'Error [content0]game\gui\hud\hud.ws(1189): Could not find function 'LogWithLabelAndValue'Error [content0]game\gui\hud\hud.ws(1193): Could not find function 'LogWithLabelAndValue'Error [content0]game\gui\menus\gwintgamemenu.ws(107): Could not find function 'LogWithName'Error [content0]game\gui\menus\gwintgamemenu.ws(123): Could not find function 'LogWithValue'Error [content0]game\gui\menus\gwintgamemenu.ws(128): Could not find function 'LogWithValue'Error [content0]game\gui\menus\inventorymenu.ws(2872): Could not find function 'LogWithLabelAndValue'Error [content0]game\gui\menus\inventorymenu.ws(2945): Could not find function 'LogWithLabelAndValue'Error [content0]game\gui\menus\craftingmenu.ws(287): Could not find function 'LogWithLabelAndValue'Error [content0]game\gameplay\ability\playerabilitymanager.ws(443): Could not find function 'SetCommonStatFlt'Error [content0]game\gameplay\ability\playerabilitymanager.ws(495): Could not find function 'SetCommonStatFlt'Error [content0]game\gameplay\ability\playerabilitymanager.ws(618): Could not find function 'LogWithValueStr'Error [content0]game\gameplay\ability\playerabilitymanager.ws(1620): Could not find function 'LogWithValueStr'Error [content0]game\player\states\vehicles\usevehicle.ws(1601): Could not find function 'LogWithValueStr'Error [content0]game\player\states\vehicles\horseriding.ws(49): Could not find function 'LogWithName'Error [content0]game\player\states\vehicles\sailing.ws(56): Could not find function 'LogWithName'Error [content0]game\player\states\playerdialogstate.ws(48): Could not find function 'LogWithName'Error [content0]game\player\states\aimthrow.ws(42): Could not find function 'LogWithName'Error [content0]game\player\states\combat.ws(124): Could not find function 'LogWithName'Error [content0]game\player\states\exploration.ws(55): Could not find function 'LogWithName'Error [content0]game\player\states\swimming.ws(252): Could not find function 'LogWithName' Warning [content0]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code.Warning [content0]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code.Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code.
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Hey folks, Had a quick question and I'm really looking for help. Ever since I've installed eXTensible Finishers I have a compiling error when I try to load the game. Here it is: Now, I've tried using Script Merger to resolve these issues but the program isn't working correctly. I open up the merger and it detects my errors fine, but when I select the error press "create selected merge" literally nothing happens. The program blinks for a small fraction of a second, but that's it. I've tried redownloading it and reinstalling it. Any ideas as to what would help? Deactivating eXTensible Finishers through NMM will let me launch the game but I'm really hoping to get the mods to work. Edit: So I was able to fix this issue and successfully merge my scripts by running the script merger as administrator. Now when I try to launch the game I get this error: Seems like it's always one thing after another. Any ideas?
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What tools do I need to add models to Dying Light
Viscte posted a topic in Dying Light's Dying Light
I'm a modeler and texture artist and I'm wanting to add weapons and NPCs and props to the game. What tools do I need for compiling and decompiling content for the game? Thanks a lot. -
Hello, my wish was to make the Succubus Race compatible with Real Flying. I found the script soure "_SLChangeHornsMCM.psc", included SkyUI SDK, Real Flying and Skyrim LE sources. And i found a good Papyrus Compiler. Badly i miss 1 or 2 sources and the compiler gave me some Errors: I don't know why it can't declare the Array (54:15): Art[] Property _ASuccubusWingStyle Auto hiddenand i don't know why it can't set the var (98,13)r: Game.setGameSettingFLoat("fJumpHeightMin", 300.0) especialy one row earlier the compiler say nothing by get the var. And the magical effect property didn't find it, too (271,22): _SuccubusForm.setHitEffectArt(none)The other Errors are the same or consequences of the first problem. All errors are original rows. I added only 3 rows to free rows. Can anybody help or has an idea to clear the errors?
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If you get errors like "unable to locate script ActiveMagicEffect" and "unknown type objectreference", "unknown type actor", as if there is no game data present at all, poring over various forum threads provided the answer a little at a time. Example total error message here, for a very short script: 1) Make sure that your paths in Skyrim\SkyrimEditor.ini are correct. Triple-check. Make sure the game runs, and the Creation Kit runs. If something's messed up in the INIs, the Papyrus Compiler or a third-party equivalent like Skyrim Script Compiler or GECK is also likely to fail. 2) Make sure that Skyrim\TESV_Papyrus_Flags.flg is present. If you don't have it, search your drive for it. if still not found, simply create one, since it's just a short text file: 3) Look in Skyrim\Data\ for a file called Scripts.rar (or Scripts.zip for Skyrim SE), provided as part of the CK install. Extract it into your Skyrim\Data\ folder. Or better yet, open it with WinRAR or 7Zip, and selectively drag the folders in it into your Skyrim\Data\ folder so you're damned sure they're going to the correct place and you're getting the ones you want. Let them merge. This RAR or ZIP archive contains the source as well as binary versions of the vanilla scripts, and you need those source files to compile. They are in the Scripts\source\ folder in the RAR or ZIP. It also contains a DialogueViews\ folder with XML files which might or might not be needed, depending on what you're doing, but which are not included in the game's BSA files, just like the Scripts\source\ files were missing. You don't need the compiled versions of the scripts, just the source (the compiled versions are already in the game's BSA files), plus the DialogueViews\ files. So, in my case, I dragged DialogViews\ from the RAR into \Skyrim\Data\, and Scripts\source\ from the RAR into \Skyrim\Data\Scripts\ and that was that. If you want to be thorough, you can use BSA Commander or the like to see what scripts are contained in Skyrim - Misc.bsa versus what's included as compiled scripts in Scripts.rar, but there's about 5000 of them, so I did not bother, and am not going to worry about it. (The reason to leave the BSA files in the BSAs when possible is that it's more efficient for the game (and the CK) to extract them from BSAs in RAM than to pull them from the hard drive. People have benchmarked this and proven it, and it's why this stuff is in BSA archives in the first place. This situation would be void if SSDs and the busses that control them actually reach RAM speed at some point.) 3a) If the extraction of Scripts.rar (or .zip) wants to overwrite something, that's up to you. The most likely scenario is that you have newer versions of a number of scripts in the Skyrim\Data\Scripts\ folder and its source\ subfolder that were provided by SKSE. If you let these be overwritten, you'll have to reinstall SKSE, or stuff will fail badly. In my case, I just didn't let it overwrite, only extract source files that were not already present, and I didn't extract the compiled versions at all. It really depends on how much you've already built up your game with mods whether you'll run into a file conflict like this. You may well have installed other mods than SKSE that provided updated script files, so not overwriting is probably the safest bet. 3b) If you do not have Scripts.rar (or .zip, for Skyrim SE), search your drive for it. If it's just gone, and you do not have core script source files like Skyrim\Data\Scripts\source\ObjectReference.psc in place already (presumably from previously extracting Scripts.rar), then you have to re-download the CK from Steam and have it do a fresh install, so you get that RAR or ZIP file. Honestly, it's completely ridiculous that Papyrus Compiler cannot understand that the referred-to vanilla script like ObjectReference.pex is in place, and instead requires the source version to be present (by way of comparison, imagine if every time you installed a new bit of Linux software you had to download the full source code of every single dependency and every dependency of that dependency!). But such is life; we just have to work with what we're given, in the only way it will actually work. 4) Restart the CK, just to be on the safe side. The CK seems very poor at realizing that a file is in place after already having decided it wasn't before, during the same session. 5) If you have multiple installs (e.g. a development install and a playing install), you'll need to install these source files into the other copy's Data\Scripts\source\ folder, if you expect to be able to do something like use Skyrim Script Compiler in that local copy. 6) If you use Mod Organizer, NMM, or Wrye Bash's BAIN, or some other mod manager, you can either install the RAR's contents manually and let these additional files be "unmanaged" by that app, or have the mod manager install the files from Scripts.rar (or .zip) as if it's a mod, though that may not be the safest option. Doing it the latter way will install the entire contents, much of which you do not need since the compiled scripts are just copies of what's in the BSA. More seriously, it may overwrite newer scripts (from SKSE, etc.), depending on the mod manager. (BAIN will not, being smarter than that; I don't know about MO, since I only use it for extracting FOMODs, and I manage my actual game with BAIN. NMM is generally excoriated, so I neither know nor care what it does.) The magic sauce here is the Scripts\source\ material (and maybe the DialogViews\ material, if you're working on that stuff). Most of what the CK does is BSA-aware; only Papyrus Compiler seems to have dain bramage. See this thread for a quick way to test whether you've overwritten SKSE scripts, which is the likely reason you're still getting errors if you followed my instructions here but still can't compile. I hope this saves someone(s) else a lot of hair-pulling in trying to get Papyrus Compiler to do the one simple thing it's designed to do but which it will not do out of the box.
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So I've been having some troubles getting a script to work right. The script I am trying to get working is one that adds a perk to the player when a weapon is equipped, and then removed when unequipped. Here is the code and the compiling output: Script: Event OnEquipped(Actor akActor) if akActor == Game.GetPlayer() akActor.AddPerk(EmeraldPerk) debug.notification("Emerald Ward added") endIf endEvent Event OnUnequipped(Actor akActor) if akActor == Game.GetPlayer() akActor.RemovePerk(EmeraldPerk) debug.notification("Emerald Ward removed") endIf endEvent Perk Property EmeraldPerk = 04000d6a Output: <unknown>(0,0): Unable to find flags file: TESV_Papyrus_Flags.flg C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\emeraldperkscript.psc(17,33): extraneous input 'd6a' expecting AUTO 04000d6a is the perk id. I do not know why this is giving me an error. If anyone has any experience with this, please let me know what I might be doing wrong. Thanks
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Hi ! I have a problem with compiling scripts. I'm using the CK built in compiler, and having a hard time resolving this issue. I would appreciate some help. I have 2 scripts which I wanted to update. Here is the code of the first script : Scriptname addRemoveSpells extends ObjectReference Event OnEquipped(Actor akActor) if akActor == Game.GetPlayer() if Game.GetPlayer().HasSpell(WandAbilityWardObj)==false Game.GetPlayer().AddSpell(WandAbilityWardObj, false) Game.GetPlayer().AddSpell(WandSpellFireObj, false) Game.GetPlayer().AddSpell(WandSpellIceObj, false) Game.GetPlayer().AddSpell(WandSpellLightningObj, false) Game.GetPlayer().AddSpell(WandSpellAvadaObj, false) endIf endIf endEvent Event OnUnequipped(Actor akActor) if akActor == Game.GetPlayer() if Game.GetPlayer().GetEquippedWeapon()!=wand && Game.GetPlayer().GetEquippedWeapon(true)!=wand Game.GetPlayer().RemoveSpell(WandAbilityWardObj) Game.GetPlayer().RemoveSpell(WandSpellFireObj) Game.GetPlayer().RemoveSpell(WandSpellIceObj) Game.GetPlayer().RemoveSpell(WandSpellLightningObj) Game.GetPlayer().RemoveSpell(WandSpellAvadaObj) endIf endIf endEvent SPELL Property WandAbilityWardObj Auto SPELL Property WandSpellFireObj Auto SPELL Property WandSpellIceObj Auto SPELL Property WandSpellLightningObj Auto SPELL Property WandSpellAvadaObj Auto WEAPON Property wand Auto And here is the code for the second script : Scriptname fireSpell extends Form Event OnInit() RegisterForActorAction(0) EndEvent Event OnActorAction(int actionType, Actor akActor, Form source, int slot) if source==wand if (Game.GetPlayer().GetEquippedSpell(2)==WandSpellFireObj && Game.GetPlayer().GetActorValue("magicka")>=fireboltSpell.GetEffectiveMagickaCost(Game.GetPlayer())/2) fireboltSpell.RemoteCast(Game.GetPlayer(), Game.GetPlayer()) Game.GetPlayer().DamageActorValue("Magicka", fireboltSpell.GetEffectiveMagickaCost(Game.GetPlayer())/2) elseif (Game.GetPlayer().GetEquippedSpell(2)==WandSpellIceObj && Game.GetPlayer().GetActorValue("magicka")>=iceSpikeSpell.GetEffectiveMagickaCost(Game.GetPlayer())/2) iceSpikeSpell.RemoteCast(Game.GetPlayer(), Game.GetPlayer()) Game.GetPlayer().DamageActorValue("Magicka", iceSpikeSpell.GetEffectiveMagickaCost(Game.GetPlayer())/2) elseif (Game.GetPlayer().GetEquippedSpell(2)==WandSpellLightningObj && Game.GetPlayer().GetActorValue("magicka")>=lightningBoltSpell.GetEffectiveMagickaCost(Game.GetPlayer())/2) lightningBoltSpell.RemoteCast(Game.GetPlayer(), Game.GetPlayer()) Game.GetPlayer().DamageActorValue("Magicka", lightningBoltSpell.GetEffectiveMagickaCost(Game.GetPlayer())/2) elseif (Game.GetPlayer().GetEquippedSpell(2)==WandSpellAvadaObj && Game.GetPlayer().GetActorValue("magicka")>=killingavadaSpell.GetEffectiveMagickaCost(Game.GetPlayer())/2) killingavadaSpell.RemoteCast(Game.GetPlayer(), Game.GetPlayer()) Game.GetPlayer().DamageActorValue("Magicka", killingavadaSpell.GetEffectiveMagickaCost(Game.GetPlayer())/2) elseif (Game.GetPlayer().GetEquippedSpell(2)!=WandSpellAvadaObj && (Game.GetPlayer().GetEquippedSpell(2)!=WandSpellLightningObj && Game.GetPlayer().GetEquippedSpell(2)!=WandSpellIceObj && Game.GetPlayer().GetEquippedSpell(2)!=WandSpellFireObj) Debug.MessageBox("Focus on a spell!") endIf endIf EndEvent WEAPON Property wand Auto SPELL Property WandSpellFireObj Auto SPELL Property fireboltSpell Auto SPELL Property iceSpikeSpell Auto SPELL Property WandSpellIceObj Auto SPELL Property lightningBoltSpell Auto SPELL Property WandSpellLightningObj Auto SPELL Property killingavadaSpell Auto SPELL Property WandSpellAvadaObj Auto SPELL Property WandAbilityWardObj Auto Now the thing is, that I can't compile them for some reason I don't understand. There is also a thing I forgot to mention before. The only lines I have added to the scripts are the ones dealing with WandSpellAvadaObj and killingavadaSpell. This means, that before I added the avada stuff to the script, it was already compiled and working. That's why I don't get it why it won't compile it. The IDs of the added spells ( WandSpellAvada and killingavada) are correct, they exists. I'm gonna post the error the CK gave me so maybe someone can understand it better and will be able to help me. So here is the error for the first script : Starting 1 compile threads for 1 files... Compiling "fireSpell"... C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\fireSpell.psc(26,247): missing RPAREN at '\\r\\n' No output generated for fireSpell.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on fireSpell.psc And for the second script : Starting 1 compile threads for 1 files... Compiling "addRemoveSpells"... C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(0,0): unable to locate script ObjectReference C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(3,23): unknown type actor C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(4,16): variable Game is undefined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(4,21): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(5,4): variable Game is undefined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(5,9): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(5,21): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(5,49): cannot compare a none to a bool (cast missing or types unrelated) C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(6,2): variable Game is undefined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(6,7): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(6,19): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(7,2): variable Game is undefined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(7,7): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(7,19): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(8,2): variable Game is undefined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(8,7): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(8,19): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(9,2): variable Game is undefined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(9,7): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(9,19): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(10,2): variable Game is undefined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(10,7): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(10,19): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(15,25): unknown type actor C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(16,16): variable Game is undefined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(16,21): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(17,5): variable Game is undefined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(17,10): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(17,22): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(17,51): variable Game is undefined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(17,56): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(17,68): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(18,2): variable Game is undefined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(18,7): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(18,19): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(19,2): variable Game is undefined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(19,7): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(19,19): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(20,2): variable Game is undefined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(20,7): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(20,19): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(21,2): variable Game is undefined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(21,7): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(21,19): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(22,2): variable Game is undefined C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(22,7): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(22,19): none is not a known user-defined type C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(27,15): unknown type spell C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(29,15): unknown type spell C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(31,15): unknown type spell C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(33,15): unknown type spell C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(35,15): unknown type spell C:\Program Files\Steam\steamapps\common\skyrim\Data\Scripts\Source\addRemoveSpells.psc(37,16): unknown type weapon No output generated for addRemoveSpells.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on addRemoveSpells.psc Please help me guys I would really appreciate it.
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First and foremost. I'm very new to all of this. Greetings! Ok. I have this error, I kinda know how to fix it and I don't. I just created my own custom NPC/follower (yay!), I have added some dialogues and those are all working nicely. Now I'm trying to do a ForceGreet for this NPC that will trigger certain animations later. So in these tutorials it involves scripting, anything I type in the "papyrus fragment" dialogue box gave me this: Starting 1 compile threads for 1 files... Compiling "TIF__07000D78"... <unknown>(0,0): Unable to find flags file: TESV_Papyrus_Flags.flg C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts\Source\temp\TIF__07000D78.psc(3,0): Unknown user flag Hidden No output generated for TIF__07000D78, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on TIF__07000D78 On the Main Creation Kit tutorial site -> http://www.creationkit.com/index.php?title=Papyrus_Compiler_Errors told me that "The source files and that flag file are distributed in the Skyrim\Data\Scripts.rar archive. You must extract that file and the .psc files into the Skyrim\Data\Scripts\Source folder." I tried looking for it in my skyrim folder but couldn't find it. (I assume it's hidden or missing?) I googling my problem but there were so many similar papyrus related issues and solutions that I don't know which was it. I'm sure the solution is simple but this is my first time doing any modding, so the simple solutions don't exist yet. I appreciate the help!
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- creation kit
- skyrim
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This is here because when I was looking for this info, I found very little and most of what I saw was for Skyrim which is a different compiler. So here is hoping the next modder trying to set this up has an easier time. If this has been said elsewhere, that just didn't show up in searches, then I will link to that as well. But again I couldn't find anything more recent then the 5 lines or so on the CK wiki about setting up Npp to use the SKyrim compiler, and that doesn't seem useful this time around. This was made possible by Wenderer showing how to actually use the right compiler lol. Personally I begin modding any Bethesda game by copying the folder structure of the game off to larger storage drive for testing and building stuff without accidentally screwing up my main install folder. Then I unpack all the BSA's there to so I have a good vanilla resource base to work with, without seeing a bunch of stuff added by other mods. I want to work off what Bethesda made, not other modders. I have several nice 2tb drives, so space isn't an issue for me. I know its easier for most people to edit stuff directly in their install folder, as you don't have to keep copying stuff to there from you WIP folders to test... but I tend to have a complicated, heavily modded install and many WIP projects going at once so keeping all WIP on a separate drive suits me. Just letting you know you WILL have to change the paths to the ones more suited to your setup, but that should be easy enough to do. Just open up a file browser, navigate to where you want that item to point then look at the address bar area. First you need Caprica http://www.nexusmods.com/fallout4/mods/7380/? And you need to take note of where you unpack the 7z file too. For me that is, "E:\Games\Fallout 4 Mods\Tools\Caprica" but obviously yours will be different... especially if you don't have multiple Drives :tongue: Still you need to note down the Path to your Caprica, when you find some place you will not be moving it again. And remember that path must be the one that points to the Caprica.exe file, not just where the 7z is or whatever. You will need all the scripts from the game extract somewhere. You can either do that with B.A.E. - Bethesda Archive Extractor, http://www.nexusmods.com/fallout4/mods/78/? Like I did, or use the library included with PexInspector, http://www.nexusmods.com/fallout4/mods/7360/? Now I have no idea how to properly use the PEXInspector so don't ask me, but the library with it is a quick source for the game scripts if you don't wanna bother extracting them, though that is fairly fast too. Anyway you do it, you need a directory with all the game scripts in it for Caprica to compile for you. So find a place you will extract and leave Caprica and this Source folder. In my case it looks like, "E:\Games\Fallout 4 Mods\Tools\Caprica\SourcePEX" But yours will likely be different. Whatever folder you pick that folder must have all the game's scripts in .pex format. At this point we can make a little .bat file to compile .psc scripts you drag onto it. So make a new text file named Caprica.bat If you have that evil windows feature, Hide extensions for known formats, on then you may have to disable it in Folder Options. Hit ALT in a File browser window then Tools->Folder Options, Uncheck hide extensions, Apply, then Apply to all folders. Otherwise your bat file may actually be named Caprica.bat.txt Right click your bat file and EDIT it. Now your paths will of course look different but mine looks like this: E: CD\Games\Fallout 4 Mods\Tools\Caprica Caprica %1 -i"E:\Games\Fallout 4 Mods\Tools\Caprica\SourcePEX" -o"E:\Games\Fallout 4 Mods\Working\Data\Scripts" --champollion-compat yes --allow-compiler-identifiersYou may not need to break it up to 3 lines but I like it to be nice and clear, and its more like the good old DOS Days. First line is the Drive Caprica is on, for most that is C: Second Line is change directory or CD\PathToYourCapricaExeHere Third line is Caprica(name of the exe) %1(this means insert the file name you drag and dropped here) -i"Full path to your Directory Containing All Vanilla Scrips in .pex format" (Thanks to Wenderer... as I was too stupid to figure this bit out on my own.) -o"Full Path to the Directory you want compiled .pex output to go." (can just omit this part if you want the .pex to appear right in the same folder as your .psc source.) --champollion-compat yes --allow-compiler-identifiers (Additional flags to allow compatibility with scripts decompiled by Champollion, as suggested by johndoebowler on NexusMods) Save that, and you should be able to drag viable .psc files onto it and get a .pex version in the output folder... assuming your code was right and your file can compile. I should also note you can use paths relative the exe also, but I never got them to work on my machine so went with full paths. Now you can copy that bat into any Directory you want, for an easy drag and drop compile option. Or Edit the -o"path" section out of the .bat so that it outputs in the same folder, for scripting in WIP type folder setups etc. This part is adapted from and is all thanks to, this guide http://windowsbro.blogspot.com/2012/10/compile-with-notepad-any-language.html Now you need Notepad++ https://notepad-plus-plus.org/ Install Notepad++ If it asks you about DspellCheck say No to keep it active, unless you're on Windows 10. DspellCheck can cause a crass on Windows 10 so those users may want to disable spell check. Congrats to you folks still using Win7, and disabling the nagware updates MS tried to shove down your throat to annoy you about their newest unstable toy. Now you need to enable the NppExec plugin to run your compiler. Plugins->Show Plugin Manager Available-> Toggle NppExec-> Install-> yes install anyway. It may ask to restart Notepad++ to activate it, say yes. Now we need to tell the plugin how to compile your script so go to, Plugins-> NppExec-> Execute Here you can stretch that input box to be much larger, which you may want to do, since the lines we're adding can get a bit long. The input here is going to look a whole lot like you .bat file did. Basically the biggest difference is that your starting with npp_save and will be replacing the %1 with "$(FULL_CURRENT_PATH)" On my setup it looks like, npp_save E:\Games\Fallout 4 Mods\Tools\Caprica\Caprica "$(FULL_CURRENT_PATH)" -i"E:\Games\Fallout 4 Mods\Tools\Caprica\SourcePEX" -o"E:\Games\Fallout 4 Mods\Working\Data\Scripts" --champollion-compat yes --allow-compiler-identifiersnpp_save (Tells Notepad++ to save the file first, as the compiler runs on the saved .psc file not the text open in your current window.) E:\Games\Fallout 4 Mods\Tools\Caprica\Caprica (the path where you unpacked Caprica too) "$(FULL_CURRENT_PATH)" (passes the path and name of the open file) -i"E:\Games\Fallout 4 Mods\Tools\Caprica\SourcePEX" (Again this points to where ever you unpacked all scripts of the game in .pex format. -o"E:\Games\Fallout 4 Mods\Working\Data\Scripts" (where you want the compiled script saved to) --champollion-compat yes --allow-compiler-identifiers (Additional flags to allow compatibility with scripts decompiled by Champollion, as suggested by johndoebowler on NexusMods) You can and should test this if you have a .psc file open. Run it and check the output folder or look at the Console window for clues to fix any bad directories you may have entered. Then SAVE. That is Save the little NppExec script in the window and name it something like FO4 Compiler or whatever suits your fancy. From this point on you can and may just want to see the original guide since it has pictures. http://windowsbro.blogspot.com/2012/10/compile-with-notepad-any-language.html Go to about 40% down the page to the line, Now, we want a compile button shortcut, don't we? (Summarized here for those who don't wanna read) Plugins-> NppExec-> Advanced options Associated Scripts, select yours then hit add modify. Close window and restart Notepad++ Settings-> Shortcut mapper-> Scroll Way down looking for the name you gave the NppExec script earlier. Personally I rebind Search Results window to CTRL+SHIFT+F7 so I can use F7 for compile. Remember to make sure whatever Key Bind you choose isn't used by another function already. (This part isn't strictly needed, but some may want it.) I almost prefer using full paths for the sake of clarity, but some may prefer relative paths, so then can just type Caprica from anywhere to run it. If you want to set up a system path so you can run Caprica more easily with relative paths etc, you can scroll back up that page to the system variable part, also summarized below for TL;DR StartMenu, right click Computer-> Properties Advanced System Settings Advanced-> Environmental Variables Bottom Section, System Variables-> Scroll down till you find the variable named Path Select that and EDIT Now you want to hit End key or otherwise scroll to the end of that line... it can be pretty long depending on what you have installed. at the very end of the line you add a semicolon ; then the path the leads to Caprica, in my case the PATH variable now looks like, C:\Windows\system32;C:\Windows;C:\Windows\System32\Wbem;C:\Windows\System32\WindowsPowerShell\v1.0\;C:\Program Files (x86)\NVIDIA Corporation\PhysX\Common;E:\Games\Fallout 4 Mods\Tools\Caprica When it comes to actually attaching your script to something in FO4Edit I still refer to this post for building the VMAD data. I have been told there are other tools for copying and building the VMAD but personally I'd rather build it myself, so I know exactly how it works. Just stating what helped me set this up. I hope, but cannot guarantee, it will work for you as well.
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Ok. So I am making a custom companion with a wheel. I am following a youtube tutorial and have ran into a problem. Every thing has gone fine except for Dialouge Scripts. I type the scripts like in the video and the video description. I use my own reference ID and every time it says scripts failed to compile. Can someone help? Here is the video. Scripts are in the description. Remember, I use my own Reference ID-
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I am trying to alter script but it fails to compile every time I try. Whenever I try to compile the file, I get this error that I do not understand the source for it: I have all the scripts from the scripts.zip extracted to proper place and the files from the .bsa for the mod as well. I have preformed a clomplete reinstall of Skyrim SE three times and have tried moving the scripts to proper places manually and with mod manager (Vortex) and keep getting the same errors. Nothing tried has worked so far. It is only the .psc files that fail to compile for the mod I am working with (Racemenu), all other .psc compile. Any help would be appreciated as am trying to learn how to do modding. To anyone who celebrating Thanksgiving, happy Thanksgiving! (sorry for poor English).
- 10 replies
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- skyrim se creation kit
- skyrim se
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Hey guys. New to this forum and to Witcher 3 modding. So this is my mod folder: https://prnt.sc/qh2yab I had several conflicts between GhostMode and EnhancedTargetting mods and I supposedly resolved them by merging them via Script Manager (replacing the unsolved conflicts with GhostMode code). However then I had this error upon trying to start the game: Error [mod0000_mergedfiles]game\player\playerwitcher.ws(7312): Found unexpected '}' Error [mod0000_mergedfiles]game\player\playerwitcher.ws(7324): Found unexpected '}' Error [mod0000_mergedfiles]game\player\playerwitcher.ws(7325): Found unexpected '}' Error [mod0000_mergedfiles]game\player\playerwitcher.ws(9275): Found unexpected '}' Error [mod0000_mergedfiles]game\player\r4player.ws(885): syntax error, unexpected TOKEN_IF, expecting TOKEN_FUNCTION, near 'if' I deleted EnhancedTargetting mod from my mod folder and then this happened xD: Error [content0]game\commonmapmanager.ws(68): Unknown type 'EAreaName' for property 'area'. Error [content0]game\gameplay\items\itemstypes.ws(515): Unknown type 'EAreaName' for property 'areaType'. Error [content0]game\gameplay\gameplay_triggers\settlementtrigger.ws(74): Unknown type 'EAreaName' for property 'currentArea'. Error [modghostmode]game\player\r4player.ws(1355): Unknown type 'EAreaName' for property 'l_currentArea'. Error [modghostmode]game\r4game.ws(352): Unknown type 'EAreaName' for property 'currentArea'. Error [content0]engine\sound.ws(282): Unknown type 'EAreaName' for property 'worldArea'. Error [content0]game\commonmapmanager.ws(131): Unknown type 'EAreaName' for property 'area'. Error [content0]game\commonmapmanager.ws(593): Unknown type 'EAreaName' for property 'areaType'. Error [content0]game\commonmapmanager.ws(803): Unknown type 'EAreaName' for property 'area'. Error [content0]game\gameplay\items\lootmanager.ws(15): Unknown type 'EAreaName' for property 'newArea'. Error [content0]game\quests\conditions\questworld.ws(12): Unknown type 'EAreaName' for property 'currentArea'. Error [modghostmode]game\gui\menus\journalquestmenu.ws(372): Unknown type 'EAreaName' for property 'currentArea'. Error [modghostmode]game\gui\menus\mapmenu.ws(12): Unknown type 'EAreaName' for property 'm_shownArea'. Error [modghostmode]game\gui\menus\mapmenu.ws(13): Unknown type 'EAreaName' for property 'm_currentArea'. Error [modghostmode]game\gui\menus\mapmenu.ws(187): Unknown type 'EAreaName' for property 'areaId'. Error [modghostmode]game\gui\menus\mapmenu.ws(939): Unknown type 'EAreaName' for property 'areaType'. Error [modghostmode]game\gui\menus\mapmenu.ws(1039): Unknown type 'EAreaName' for property 'area'. Error [modghostmode]game\gui\menus\mapmenu.ws(1042): Unknown type 'EAreaName' for property 'journalArea'. Error [modghostmode]game\gui\menus\mapmenu.ws(1043): Unknown type 'EAreaName' for property 'originArea'. Error [modghostmode]game\gui\menus\mapmenu.ws(1114): Unknown type 'EAreaName' for property 'realShownArea'. Error [content0]game\player\states\swimming.ws(643): Unknown type 'EAreaName' for property 'currentArea'. Error [content0]game\player\states\swimming.ws(656): Unknown type 'EAreaName' for property 'currentArea'. Error [modsharedimports]engine\environment.ws(45): Unknown type 'EAreaName' for property 'l_currentArea'. Warning [modsharedimports]engine\environment.ws(30): Global native function 'EnableDebugOverlayFilter' was not exported from C++ code. Warning [modsharedimports]engine\environment.ws(32): Global native function 'EnableDebugPostProcess' was not exported from C++ code. Warning [content0]engine\showflags.ws(11): Global native function 'DebugSetEShowFlag' was not exported from C++ code. (HALP!)
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I am experiencing an issue where my compiler won't compile anything requiring SKSE dependent scripts. Things such as SetGameSettingFloat or SetNthEffectMagnitude is beyond the capacity of my compiler for some odd reason. I've already copied and pasted the skse scripts folder into both scripts folder (scripts and scripts/source/scripts) of my Skyrim folder. Any other script that does not require SKSE seem to compile fine. I am lost as to what I should do. Assistance is deeply appreciated. Cheers,
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Full disclosure - I'm using Mod Organiser 2 I'm trying to edit a script that came with a mod (the Naked Follower fix for EFF: https://www.nexusmods.com/skyrim/mods/62188) and increase the time that it takes certain events to trigger. I've edited the psc in Notepad++ (all I did was increase the integer value from 10 to 99999999) I'm trying to recompile the script in the CK but despite being able to locate the script under Gameplay>Compile Papyrus Scripts, it returns the following error when trying to compile: "unable to locate script EffNakedFix" I tried putting the psc and pex files in the base Skyrim installation to see if MOO2 was causing the issue but then it threw different errors at me as follows: C:\...\EffNakedFix.psc(6,22): GetWornForm is not a function or does not existC:\...\EffNakedFix.psc(6,46): cannot cast a none to a armor, types are incompatibleC:\...\EffNakedFix.psc(7,22): GetWornForm is not a function or does not existC:\...\EffNakedFix.psc(7,46): cannot cast a none to a armor, types are incompatibleC:\...\EffNakedFix.psc(14,24): GetNumItems is not a function or does not existC:\...\EffNakedFix.psc(14,6): type mismatch while assigning to a int (cast missing or types unrelated)C:\...\EffNakedFix.psc(19,28): GetNthForm is not a function or does not existC:\...\EffNakedFix.psc(19,46): cannot cast a none to a armor, types are incompatibleC:\...\EffNakedFix.psc(21,34): GetSlotMask is not a function or does not existC:\...\EffNakedFix.psc(21,14): LogicalAnd is not a function or does not existC:\...\EffNakedFix.psc(21,14): cannot call the member function LogicalAnd alone or on a type, must call it on a variableC:\...\EffNakedFix.psc(21,61): cannot compare a none to a int (cast missing or types unrelated)C:\...\EffNakedFix.psc(21,61): cannot relatively compare variables to NoneC:\...\EffNakedFix.psc(25,34): GetSlotMask is not a function or does not existC:\...\EffNakedFix.psc(25,14): LogicalAnd is not a function or does not existC:\...\EffNakedFix.psc(25,14): cannot call the member function LogicalAnd alone or on a type, must call it on a variableC:\...\EffNakedFix.psc(25,61): cannot compare a none to a int (cast missing or types unrelated)C:\...\EffNakedFix.psc(25,61): cannot relatively compare variables to NoneNo output generated for EffNakedFix.psc, compilation failed. This surprised me a little, as I thought the script wouldn't have any errors, having successfully been compiled by the mod author in the first place. Can anyone help me out and let me know what I need to do to compile this script correctly?
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so I am trying to compile some fnis scripts-- but realized I am not able to due to first character of the string being a number (which is required); would anyone happen to know of a way to know of a way to allow it to compile/ ignore the numbers as first characters? without numbers (but then would be ignoring scripts for a multitude of animations) with numbers as first character in variable
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Hello. I installed Microsoft VisualStudio 2019 community edition and was able (with help from WolfMark) to compile the latest version (06.17) of F4SE immediately without any problems. When I try with ANY other version (I tried 06.10, 06.15 and 06.16) - I get over 3000 errors relating to "string". Here's a quick look at the first few - 1>------ Build started: Project: common_vc11, Configuration: Debug x64 ------ 1>IBufferStream.cpp 1>IDataStream.cpp 1>IDebugLog.cpp 1>IDirectoryIterator.cpp 1>C:\Users\Kev\Downloads\f4se_0_06_16\src\common\IDirectoryIterator.h(11,7): error C2039: 'string': is not a member of 'std' 1>C:\Program Files (x86)\Microsoft Visual Studio\2019\Community\VC\Tools\MSVC\14.21.27702\include\cstdarg(18): message : see declaration of 'std' 1>C:\Users\Kev\Downloads\f4se_0_06_16\src\common\IDirectoryIterator.h(11,25): error C3646: 'GetFullPath': unknown override specifier 1>C:\Users\Kev\Downloads\f4se_0_06_16\src\common\IDirectoryIterator.h(11,25): error C2059: syntax error: '(' 1>C:\Users\Kev\Downloads\f4se_0_06_16\src\common\IDirectoryIterator.h(11,31): error C2238: unexpected token(s) preceding ';' 1>C:\Users\Kev\Downloads\f4se_0_06_16\src\common\IDirectoryIterator.cpp(31,1): error C2511: 'std::string IDirectoryIterator::GetFullPath(void)': overloaded member function not found in 'IDirectoryIterator' 1>C:\Users\Kev\Downloads\f4se_0_06_16\src\common\IDirectoryIterator.h(3): message : see declaration of 'IDirectoryIterator'Here's the full log. After fiddling about for a few hours, I found that if I add #include <string>to the top of common_vc11/iPrefix.h - then all errors vanish and it seemingly compiles perfectly! I didn't have to do that when compiling F4SE version 06.17 - it worked flawlessly out of the box! There must be a simple reason for this, anyone have any clues? Thanks :smile:.
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Hello, I'm trying to make some little scripts patches myself, such as translating message boxes and update some outdated mods. But I can't get to compile any scripts at all. I'm using Skyrim SE 1.5.97 Best of Both Worlds with MO2. I tried the downgraded version of the Creation Kit (using https://www.nexusmods.com/skyrimspecialedition/mods/67096 ) and the Papyrus Compiler both through MO2 and itself ( https://www.nexusmods.com/skyrimspecialedition/mods/23852 ). And all I am getting is errors upon errors: PCA "too much psc files actives, unistall some", I have only two activated ; PCA and CK "the "..." is not a function and doesn't exist", which is in data/source/scripts of the game itself or in MO2 and with or without potential required scripts ; CK when I create a new script inside the Creation Kit itself, copy and paste an existing code from an already working scripted mod, save and compile, it says it works but in fact compiled nothing... So my first question before trying to say more details for troobleshooting stuff: How and what do you install to compile .psc scripts into .pex, please?
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So, I'm trying to make some changes to a script for the hostages in the Booted quest, but NVSE is giving me a block start/end error for this section of (vanilla, seemingly-working ingame) script, line 16: Any ideas? EDIT: So I've figured that first bit out I think, actually (It seems to work correctly if "elseIf" is changed to just "if"). However, I could use some advice on the next part; I've added a new button to the menu that appears when you activate a hostage in hopes that you'll be able to trade items with them, but the button doesn't have any effect. Did I use the wrong function? It's on line 29.
