I've been trying to find tutorials that take you deeper into skyrim modding, and I found your channel! This is some great stuff. You've got yourself a new subscriber :)
@@SkyrimScripting Thanks :) I did have one quick question. I've already installed the Creation Kit before I found your video. So, I did hit the initial "yes" option, and now my scripts are in "data/source/scripts". Can I get away with just adding in the new folders you suggested and pasted all those scripts into "data/scripts/source", or do I need to uninstall the CK and just start over from scratch?
@@Sethiroth_Gaming "Can I get away with just adding in the new folders you suggested and pasted all those scripts into "data/scripts/source"" Yep! Just note that the Creation Kit .ini files configure whether Creation Kit looks in Data/Source/Scripts or Data/Scripts/Source for the 13,910 .psc files it's expecting to find. Usually it's configured in your CreationKitCustom.ini, here is a great example of the file to use: www.nexusmods.com/skyrimspecialedition/mods/19817 When you extract it, if you look into CreationKitCustom.ini you'll see these lines: [Papyrus] sScriptSourceFolder= "Data\Scripts\Source" sScriptCompiledFolder= "Data\Scripts\" That's what tells it where to find scripts for compiling. sScriptSourceFolder is the important one. I know, I know... it's annoying. Some popular modders _do_ keep their scripts in Source/Scripts. Most seem to use Scripts/Source (including the SKSE folks). The tl;dr is that you kinda have to know that these 2 folders exist because when you download mods and you want to use their scripts, most of the time their scripts are in Scripts/Source. It's too bad that it's an annoying hurdle for newcomers to the tool and scripting.
Thank you for your super tutorial series! Have you had any issues before where the Papyrus Debug Extension does not seem to work? After checking I have come as far as seeing that the Debugger tries to connect to the localhost port 43201 and there a TCP RST happens. The netstat shows that the process of SkyrimSE.exe is not listening on that port. So as far as I understand, the issues seems to by on the Skyrim game process side. It makes no difference if I run this with MO2 (virtualized data folder) or in Vortex (opening up the workspace file from actual data folder).
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How was the debug back in the days, in the Legendary version for example?
Thank you so much for this Skyrim Scripting series! It's helping a lot. Do you know if the Papyrus Debug Extension DLL (DarkId.Papyrus.DebugServer.Skyrim.dll) is compatible with the SKSE for AE (Skyrim = 1.6.353, SKSE64 = 2.1.5)? It's not working here with the current version, I got a "Papyrus debugger error: Error: read error". If it's not compatible yet, do you develop and debug using the older SKSE (2.0.20) + downgraded version of Skyrim (1.5.97) and just test later to make sure everything still works in the AE version before releasing your mods?
I've been trying to find tutorials that take you deeper into skyrim modding, and I found your channel! This is some great stuff. You've got yourself a new subscriber :)
Welcome! I hope you enjoy! Feel free to let me know if there's something in particular you'd like to see. Happy Modding!
@@SkyrimScripting Thanks :) I did have one quick question. I've already installed the Creation Kit before I found your video. So, I did hit the initial "yes" option, and now my scripts are in "data/source/scripts". Can I get away with just adding in the new folders you suggested and pasted all those scripts into "data/scripts/source", or do I need to uninstall the CK and just start over from scratch?
@@Sethiroth_Gaming "Can I get away with just adding in the new folders you suggested and pasted all those scripts into "data/scripts/source""
Yep! Just note that the Creation Kit .ini files configure whether Creation Kit looks in Data/Source/Scripts or Data/Scripts/Source for the 13,910 .psc files it's expecting to find.
Usually it's configured in your CreationKitCustom.ini, here is a great example of the file to use:
www.nexusmods.com/skyrimspecialedition/mods/19817
When you extract it, if you look into CreationKitCustom.ini you'll see these lines:
[Papyrus]
sScriptSourceFolder= "Data\Scripts\Source"
sScriptCompiledFolder= "Data\Scripts\"
That's what tells it where to find scripts for compiling. sScriptSourceFolder is the important one.
I know, I know... it's annoying. Some popular modders _do_ keep their scripts in Source/Scripts. Most seem to use Scripts/Source (including the SKSE folks).
The tl;dr is that you kinda have to know that these 2 folders exist because when you download mods and you want to use their scripts, most of the time their scripts are in Scripts/Source.
It's too bad that it's an annoying hurdle for newcomers to the tool and scripting.
@@SkyrimScripting Good to know. Thanks!
Never knew Sandra Bullock or her sister knows Papyrus. 😄
Thank you for your super tutorial series!
Have you had any issues before where the Papyrus Debug Extension does not seem to work? After checking I have come as far as seeing that the Debugger tries to connect to the localhost port 43201 and there a TCP RST happens. The netstat shows that the process of SkyrimSE.exe is not listening on that port. So as far as I understand, the issues seems to by on the Skyrim game process side. It makes no difference if I run this with MO2 (virtualized data folder) or in Vortex (opening up the workspace file from actual data folder).
How was the debug back in the days, in the Legendary version for example?
Thank you so much for this Skyrim Scripting series! It's helping a lot.
Do you know if the Papyrus Debug Extension DLL (DarkId.Papyrus.DebugServer.Skyrim.dll) is compatible with the SKSE for AE (Skyrim = 1.6.353, SKSE64 = 2.1.5)?
It's not working here with the current version, I got a "Papyrus debugger error: Error: read error".
If it's not compatible yet, do you develop and debug using the older SKSE (2.0.20) + downgraded version of Skyrim (1.5.97) and just test later to make sure everything still works in the AE version before releasing your mods?
Yeah, i didn't get the debugger working. Wonder if there's solution out there.
@@moduntilitbreaks Any of you manged to get it working? I'm having the same read error on skyrim 1.6.353
yeah, i think it's quite broken and not worth the effort.
@@jozejerse6777 I never got it working.
"DarkId.Papyrus.DebugServer.Skyrim.dll" was updated and it's now working with AE as well.
Yoo lookers liker en elf! ohhai elfie! o/
remember
@@ozhinz What? Remember what?
Oh, I forgot ...