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Toolset compiler does not produce a .ncs file


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8 réponses à ce sujet

#1
Axe_Edge

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Hi, with a module open in the toolset (saved in directory mode), when I compile a .nss file, the compiler says it is successful and the compiled file was saved in the open module's folder.  When I look in the module folder, it is not there.  A search of the computer shows that the compiled file isn't anywhere.

I do not have any file types hidden, using win 7, just installed the "Advanced Script Compiler" plugin, I've tried with toolset security options set to "load all plugins" and "Only load plugins signed by Obsidian Entertainment", I've shut down, restarted, logged off, logged on. 

I used to be able to compile scripts just fine.  The last time I compiled was about a month ago.

Any ideas?

#2
Kaldor Silverwand

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Is it a compilable script (has a main) or just an include file? Include files don't create an ncs file. To make changes in them you have to save them and then recompile all of the scripts that use the include file.

#3
Marshall V

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Create a new empty script with a different name, copy the contents of the one you're having trouble with into the new empty one. Compile the new one and see if that creates the .ncs file.

#4
Axe_Edge

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Ah, yes. Kaldor, you may have it. I was working on the nw_i0_spells.NSS file, which doesn't have a .ncs file. I'll try a spell script I'm working on, later tonight. The compiler did find an error where I left out one ")"

Thanks for your responses. I'll make a final post to close this thread, after I test later.

Edit:  Yep, the compiler works just fine!  Thanks for showing me the light.  :)

Modifié par Axe_Edge, 12 septembre 2011 - 12:32 .


#5
Isewein

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Hi,
maybe a dull question, but:
How can I edit "include" scripts then? (I'm rather new to modding.)
Concrete: I want to edit the 20_inc_rite_of_tyr file of the official campaign (1700 Merchant Quarter), and if I only put the nss file in the override folder, naturally nothing happens ingame.
Thanks!


If you want a laughter: I spent the whole day experimenting with various variables, playtesting and wondering why there wasn't the slightest visible change until I accidentally (!) read this thread and ran to my override folder. You can imagine how my scream frightened my poor cat ;).

Modifié par Isewein, 11 janvier 2012 - 03:38 .


#6
Kaldor Silverwand

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You have to modify the include file and then recompile the scripts that use it and place those ncs files in the override folder.

#7
Isewein

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Hey, thanks for the quick answer!
What exactly is the "include file"? An included or an including file?
At top of the script are the following lines:

#include "ginc_var_ops"
#include "ginc_param_const"
#include "ginc_cutscene"
#include "ginc_companions"

I suppose those are the include files, right?
But the commands I want to change aren't in those but in the 20_inc_rite_of_tyr script. (More precisely: The SetStrings for sLove and sMage, if you look at the script)
I hope you get what I mean, my English isn't the best.

#8
Kaldor Silverwand

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I'm not at the toolset at the moment, so I'm going to make a couple of educated guesses here.

20_inc_rite_of_tyr is itself an include file - that is, it contains functions that are used by other scripts and is referenced in those scripts by an #include compiler directive.

When you change a file that is an include file you have to recompile the scripts that refer to it. There is probably a script 20_rite_of_tyr (or something similar - not at the toolset right now) that has the statement #include "20_inc_rite_of_tyr" in it. After modifying 20_inc_rite_of_tyr you have to recompile 20_rite_of_tyr because it includes 20_inc_rite_of_tyr include file.

Regards

#9
Isewein

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EDIT: Great! You're great! ;) It worked
(Sorry, it's getting late.)

There are four files in the module that refer to the script. So I have to make my changes to the script and then recompile the other four without changing anything in them, yes?
I will try it.

Modifié par Isewein, 11 janvier 2012 - 10:45 .