ModOrganizer has 'lost' my Scripts...

Post » Sat Feb 20, 2016 10:01 pm

Edit 4 : Having done a bit more looking into the issue, it seems that the problem is the Compiler cannot find Scripts not in the Vanilla Data/Scripts/Source folder... I do not know why this would be, given it has always worked fine before without any issues... I've tried verifying the CK, and making sure Compile.bat is as specified on the Wiki, but... Still nothing :/





I have a weird issue with the Mod I am working on. I use Mod Organizer to keep everything nice and tidy, with each Mod having its own folder. I've been using MO for ages without problems. This Mod was working fine last night, now I come back to it and as far as the CK is concerned, the Scripts both exist and do not exist...



I can open the Scripts in the CK, I can edit them in the CK. I can see their properties, I can edit their properties. For all intents and purposes the scripts ARE there. They're in the correct folders, they're usable and editable. But... When I try to compile I get





But the script is obviously there, because I am looking at it in the CK.



Starting the CK via the normal version the scripts compile fine; so it seems to be something wrong with ModOrganizer itself... I've not made any changes to my system or to any MO settings. I shut it down last night, started it again today. I've tried removing and re-adding the Scripts, tried reinstalling the Mod. I cannot even make new Scripts :/ Anyone any idea what might be up?



Edit: Actually, it might not be MO... Maybe a Mod could remove that from the Title if possible?



Doing some more testing via Notepad++, it's somehow the folders, maybe? I can compile a Vanilla Script, from the Vanilla Data Directory; but nothing from my Mods... and I know I should be able to, since I've been using MO+CK for ages without a problem...



Edit 2 : Checked in game... My Scripts run, but cannot recognise/find each other. Like, an OnInit or OnActivate block will run, but they will not run Functions in other Scripts, or anything Imported from another Script... I've also re-installed MO, but still have the same issue :/

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Melissa De Thomasis
 
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Post » Sun Feb 21, 2016 1:20 am

Creation Kit does not use the batch file that you mentioned when running the Papyrus compiler, but instead invokes the compiler directly. Mod Organizer has, at least in the past, had problems with running the Papyrus compiler. The compiler is an AnyCPU executable (can run in 32-bit or 64-bit mode depending on the OS) and MO has issues with 64-bit executables. You can either modify the compiler so that it only runs as a 32-bit executable (I think there is an entry on how to do this on the S.T.E.P. wiki) or use https://github.com/Kapiainen/Advanced-Papyrus, which is a wrapper for modifying arguments sent by CK to the compiler.

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tannis
 
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Post » Sun Feb 21, 2016 2:25 am

Thanks for the reply MrJack!



I did not know that about the CK not using the .bat, since I'd always read about it needing updating after install/patch.



Yep, I know about the 32/64 issue, and thought I had it resolved--the CK was working fine yesterday compiling Scripts; then I came to it this morning and caput :/ But I've done a total reinstall of Windows, and it is fixed! :D No idea what caused it though, since nothing should have been updated/altered whilst the computer was off. I would like to know what caused it, though, because that was a big hassle :/

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Damien Mulvenna
 
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