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I'm trying to learn scripting for Skyrim Legendary Edition and I'm following the Notepad++ Setup on the Creation Kit wiki, but I'm having an issue where it fails to compile on ScriptCompile.bat. Here are the steps I've taken: I extracted all the Skyrim scripts from Scripts.rar and placed them into the Scripts data folder.I opened Notepad++, hit the run key (F5), and typed the following in the dialogue window:"D:\Steam\steamapps\common\Skyrim\Papyrus Compiler\ScriptCompile.bat" "$(FILE_NAME)" "$(CURRENT_DIRECTORY)"I save the shortcut "Compile Papyrus" as "Ctrl + Shift + F5"I then edited and saved ScriptCompile.bat to the following: cd %2 "D:\Steam\steamapps\common\Skyrim\Papyrus Compiler\PapyrusCompiler.exe" %1 -f="D:\Steam\steamapps\common\Skyrim\Data\scripts\Source\TESV_Papyrus_Flags.flg" -i="D:\Steam\steamapps\common\Skyrim\Data\scripts\Source" -o="D:\Steam\steamapps\common\Skyrim\Data\scripts" pause I run the Compile Papyrus shortcut and it gives me the error shown above.I have no experience with scripting and I thought I would use Skyrim as a way to learn, but this has me completely stuck and I don't have the experience to know where to go from here.I have looked at others with similar issues, but no advice that I've tried has worked. I made sure the file paths are the same as on my computer, I made sure the scripts are in my data folder (not in MO2), and I made sure not to change any of the text outside of the quotation marks. I'm honestly not sure what else to try. If I've made any mistakes, I would like to know what they were.
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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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So I've been following this setup, and while I've got all the language definitions/autocomplete functions setup, I can't manage to get the compiler macro to work. I follow the instructions: So, I open Notepad++, hit F5, and paste the following (my directory is correct, my Steam is installed under Games, not ProgramFiles(x86): "C:\Games\Steam\steamapps\common\skyrim\Papyrus Compiler\ScriptCompile.bat" "$(FILE_NAME)" "$(CURRENT_DIRECTORY)" I hit save, call it Script Compile, and set it to Ctrl + S. Then, I fix the ScriptCompile.bat so it looks like this: "C:\Games\Steam\SteamApps\common\Skyrim\Papyrus Compiler\PapyrusCompiler.exe" %1 -f="TESV_Papyrus_Flags.flg" -i="C:\Games\Steam\SteamApps\common\Skyrim\Data\Scripts\Source" -o="C:\Games\Steam\SteamApps\common\Skyrim\Data\Scripts" But when I try to use it on a .psc, the command window pops up and vanishes almost immediately. Here's the picture I managed to get of it: http://i1295.photobucket.com/albums/b630/Matthiaswagg/Screenshot2_zps12cf2536.png If anybody knows how to help me with this, I'd be grateful. On a separate note, does anyone know if there is a Papyrus version of the console command "animcam"?
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I'm working on features for the vscode papyrus extension and could use some feedback on the extension. This will determine how much work gets done and what gets done so it's kind of important if you want improvements of any sort. Answering the poll questions is helpful enough but if you also have any feedback or other comments that would be even more helpful!
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I use Notepad++ to do my scripting, but every time I open Notepad++, it asks me to confirm compiler settings. Did I set it up wrong, or is this just a thing that it does?
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I have made some edits to a script from another mod so it is compatible with mine. So far the edits have been fine, but there is one like that, As soon as I click on it, It changes from coloured to Grey.. I is an IF inside an Event, but no other do this, After editing, it compiled fine. But I am curios why it turn grey, The Sub section marker thin for the IF trigger in the far left column disappears too. I am guessing that it needs to be there, its like just clicking that one line renders it nonexistent suddenly. It is line 233 seen in this picture. https://imgur.com/a/4pIGxkT I only needed to click on it to hit enter and create a space under it to add the next two lines of the additional races I want to add.
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I am trying to edit a script to add an additional race to it so it works with my mod. The script was sent to me by the author of Zombie Walkers. It makes reference to the feral ghoul race in some instances to edit their behaviours . I have a mod that adds different types of feral ghouls and some are a different race simply for a different blood colour. When using his mod with mine the other race of Ferals behave strangely, just run around aimlessly and do not attack. I looked at the esp and nothing with faction or attack race is changed. So I am hoping if I add my extra race type to the script, where race type is referenced, it will work for a patch between the two mods. Main problem is I have no idea on scripting. I can see how it works to an extent when reading the PSC file in Notepad++ So, I installed Papyrus++ which is made for Skyrim but I read will work for Fallout 4 if you edit the path directories in settings. I got a bunch of errors for every line that contained the user flag Mandatory. I am guessing that is because its a skyrim tool and doesn't know that user flag.. or whatever.. is there a way to fix that? https://imgur.com/a/7lM1Vy6 Also, the Flag file path seems to be incorrect, this path is what I found someone had listed it as to work with fallout 4 but it seems strange that there is no actual path to a file location, just the name of the file itself. Is this file no being found the reason for the unrecognised "mandatory" flag? Remember, I have never attempted to open or edit a script before so please try to keep explanations in laymans terms. :smile:
