Hello.
As subject this is what happened to me. CK is just updated and I found a scripts.rar file in data folder that contains all the scripts deleted from the proper folder.
I cant compile anything now.
What's wrong?
Hello.
As subject this is what happened to me. CK is just updated and I found a scripts.rar file in data folder that contains all the scripts deleted from the proper folder.
I cant compile anything now.
What's wrong?
Same. It would seem it has removed all of the source files for the original script names (Actor.psc and such), but not the .pex files, and put them into that RAR archive. As well as dialogue views. What the what?
EDIT:
Currently in the process of fixing it. Will post instructions shortly.
Ok phew that was close. Just put the scripts back, remembering to overwrite the vanilla scripts that may have been overwritten by your mod, other mods, or SKSE, after you're done.
Before you do so, I would advise backing up all of your own script source files just in case.
Weird thing. One of my scirpt's source files was blank, but luckily I backed up before copying over. I think it went blank because I tried to compile a script in Sublime first.
EDIT:
It would be cool to know why it did this though. It's very peculiar.
EDIT 77:
Remember this only affects source files, not compiled scripts. Still a little annoying though.
How about some ideas on how to prevent this?
So far I have not logged into steam to avoid all this, but I am going to have to log in sooner or latter.
I did a complete back up of all files into a temp folder on my desk top of the Skyrim folder to use as a "resource".
But what files will steam look at to determine that it has done its update and will then leave me alone?
I need to know that otherwise every time I log on to steam I will have to "fix" my skyrim again by copying over all the files from my back up.
Here's a screenshot of the structure of the Scripts.rar archive.
http://i.imgur.com/faabq7V.png
Just rename your scripts folder so that the ck doesn't "find" it. I guess the update will create another folder, that you'll only have to replace by your original folder once the update is done.
Distributing scripts and dialogue views in a single archive is much more efficient than updating the individual files the way they used to do it.
I'm surprised but pleased the aren't extracting the files automatically when the CK starts. On previous updates or refreshes of the game cache the existing scripts would get reset to defaults automatically. With this new archive scheme that won't happen. It does require us to extract the files ourselves, but that also means we can see which files are going to be overwritten.
Of course I would have preferred they not delete the existing scripts this first time, but as long as they don't do that every time this will be better in the long term.
It would have been even better if they had taught the compiler to read the default scripts right from the archive. That way only changed script would have to be in your Source folder.
As I understood it, the way the build system works with Steam is that it will cull the files because they're no longer in the build. Once that's done though, you can safely unpack the new archive and Steam will never disturb those files again.
So basically it's a one time bit of pain to fix in exchange for it never getting messed up again by a CK update in the future. Even if they never update Skyrim's CK again, hopefully this setup carries over to the next game and it ceases to be a problem right from the start.
So either make backups before updating, or use a throwaway install to do the update. Then you can just copy the CK executable from there to any other folders you may be using.
All the vanilla dialogue views are in that rar also. Is it necessary to add those also. It would have been nice if we were notified of all this before the update.
Should I still be missing a lot of my .pex scripts?
If you intend to edit them, then yes, you'll need to unpack those.
I wouldn't think so. The compiled .pex scripts would have been delivered via a game update to the Skyrim - Misc.bsa file instead.
I had all the things you've described above. I wasn't able to compile anything when all the (vanilla) source scripts was put in the rar. I make a copy of the present source folder and then reverted back the rar files. I was able to continue my work. Bethesda has scared me for a few time.
For those, like me, who use Notepad++ to compile their scripts, "ScriptCompile.bat" has been modified as well. It now reads:
I haven't tried compiling anything but I'm sure it's no longer working...
Oh wow! Am I glad I'm having a sabbatical from Skyrim modding and my distain of Steam means I only ever log on when I want something from them / it.
Just been "hit" with this update. Can I clarify - I have already unpacked the .rar in the Data folder.
Backup existing Scripts folder.
Copy the extracted Scripts folder and paste/overwrite the existing (my scripts) folder.
I may sound stupid but I have to get this right.
EDIT: How will this affect packing my files for uploading as a .rar? Do I pack the scripts.rar as well as the scripts folder?
It shouldn't have any impact? Either package them loosely as before, or include them in a .bsa
I don't know about sublime but there is no way putting the sources files back will fix the ScriptCompile.bat" as its content is not right.
Correcting:
"C:\Projects\TESV\Build\PC\Papyrus compiler\PapyrusCompiler.exe" %1 -f="TESV_Papyrus_Flags.flg" -i="C:\Projects\TESV\Build\Source\DLC01\Scripts" -o="C:\Projects\TESV\Build\PC\Data\Scripts"pause
into:
"C:\Program Files\Steam\SteamApps\common\Skyrim\Papyrus Compiler\PapyrusCompiler.exe" %1 -f="TESV_Papyrus_Flags.flg" -i="C:\Program Files\Steam\SteamApps\common\Skyrim\Data\Scripts\Source" -o="C:\Program Files\Steam\SteamApps\common\Skyrim\Data\Scripts"
Now there is a line more in the new bat file that says "-i="C:\Projects\TESV\Build\Source\DLC01\Scripts". Does that mean that the ck is now able to load the scripts that are in subfolders (like the Dawnguard, Hearthfires and Dragonborn ones) directly? Can we add as many of these lines as we have subfolders? Has anyone tried that?
Yea assuming everything is staying the same and was working before the update, that's why unpacking the archive fixed it for me. I didn't have to change any file paths or settings for Sublime as the info already in there for the Papyrus compiler hasn't been altered. All that happened was the source files were removed, that's it.
This is not a new feature. The compiler has supported multiple input folders for a long time, but you couldn't utilize this if you compiled a script through CK without Advanced Papyrus since CK runs the compiler with specific arguments that cannot be modified in CK's preferences. SublimePapyrus and Advanced Papyrus both support the use of this feature and have for quite a while now. I've been using this feature to keep script sources separated and enabling/disabling them as necessary by just commenting out settings in SublimePapyrus' and Advanced Papyrus' INI file.
Could you please clarify that what I said about overwriting the scripts is true? At the moment everything I try to compile in CK errors.
Thank you for the explanation.
Just put back your script folder as it was before the update.
I've copied back/overwritten my scripts folder from a backup. Do I delete the .rar file now or just leave it?
I'd keep hold of it, in case you need to revert back to vanilla scripts with almost no effort.