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Tutorial Error in Basic Skin Form Creation (Solved)

Aenara

New Member
Messages
9
Working my way through Tutorial 02 - Your First Addon and got stuck on Step 25 of Basic Skin Form Creation: "Open the script properties by double-clicking the SimSettlementsV2:... entry in the Scripts section." I see the following in the Warnings window and the Script Properties dialog refuses to load.

Code:
SCRIPTS:  Error: Unable to link types associated with function "GetTargetBuildingPlan" in state "" on object "SimSettlementsV2:Weapons:BuildingSkin".
SCRIPTS:  Error: Unable to link types associated with function "GetRequirements" in state "" on object "SimSettlementsV2:Weapons:BuildingSkin".

This is very strange since properties come up fine when defining the child skin weapon records. Restarted the CK entirely and the issue persists. I am working with the newest release v1.0.8 from a few hours ago.

Does the .pex need to be pulled out of the .ba2? I've only modded Skyrim so I'm not sure what the FO4CK is capable of. Just came to me so I might try that.

If sniffing at the .esp helps I attached it.

TIA for any guidance!

EDIT
Solved: Old version of Workshop Framework was being used. (v1.1.10a instead of v2.0.09)
 

Attachments

  • SS2 AenaraTest.esp
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Last edited:

Aenara

New Member
Messages
9
Went ahead and extracted BuildingSkin.pex into Data\Scripts\SimSettlementsV2\Weapons but the CK still rejects it. Pretty sure it's that script.

Looking closer at the working L1-3 children and they're using BuildingLevelSkin.pex. CK likes that script.

Maybe something has happened since the tutorial was written and v1.0.8. It's angry. So angry. :confused:
 

msalaba

Well-Known Member
Community Rockstar
Messages
1,501
Double check step 19. You may have selected a BuildingPlan instead of a LevelPlan. Also double check step 20 and make sure the property is pointing to a static object. The most likely culprit is the incorrect form in step 19. It is looking for a property that isn't there and giving you errors.

Delete any pex files you extracted. You may encounter problems in future updates if the script was changed and a loose file will override it. The only loose files you should have in your data folder are 'work in progress' files for your mod that are not quite ready to be archived. Don't ask... first hand experience with this one... ;) And sorry if I appear to be 'talking down' to you.

I'll give your esp a look when I get a chance.

Edit- IDK, it opens fine for me...
2021-02-21.jpg
 
Last edited:

Aenara

New Member
Messages
9
Thanks for much for the thoughtful and thorough reply!! Beth Modding Communities, Best Communities!

Double check step 19. You may have selected a BuildingPlan instead of a LevelPlan. Also double check step 20 and make sure the property is pointing to a static object. The most likely culprit is the incorrect form in step 19. It is looking for a property that isn't there and giving you errors.
This was my initial worry so I deleted the plugin and started a new one, taking extra care selecting things. I'm new to the nomenclature so I really thought this was it... but the same results.

What worries me is that I can't even set properties on "SS2_Template_BuildingSkin". Going to the template there should be no data entry errors from me. So why can't I open the properties? Maybe the script requires the Model to be set. Or something else. The psc files aren't included so I'm not sure.
Delete any pex files you extracted. You may encounter problems in future updates if the script was changed and a loose file will override it. The only loose files you should have in your data folder are 'work in progress' files for your mod that are not quite ready to be archived. Don't ask... first hand experience with this one...
Haha!! I've been modding Skyrim for years and know exactly what you mean. Full disclosure: I use MO2 for playing AND authoring. That ensures I don't miss anything when deploying. So the pex file in question was never "really" in my Data folder. :grin

And sorry if I appear to be 'talking down' to you.
Oh my!! Thanks for being considerate but zero offense taken. It was a very valid point. Besides, you should never assume the intelligence level of a random person on the Internets. :lol You're obviously a Rockstar (says so on your title!) but I can usually keep up.

Edit- IDK, it opens fine for me...
Whoa boy. This is more worrying than not being able to access the template. Proceeding on the assumption my FO4CK is installed/working correctly :todd:, that means you have access to data that I don't. What would that be?

Since I'm using MO2 I can tell you with "authority" that all I have a "clean" Data folder with only the following "installed":
  • Sim Settlements 2 v1.0.8
  • Address Library for F4SE Plugins v1.10.163.0
  • Baka ScrapHeap - Script Memory Limit Expander v1.3
  • Better Console - F4SE v1.4.0
  • Buffout 4 v1.20.3
  • Faster Workshop v1.1
  • HUDFramework v1.0f
  • Settlement Menu Manager v0.1.7
  • Workshop Framework v1.1.10a
Obviously all that isn't necessary but it's what I will play test with, so I tend to author against the same load-out. Am I missing something you have? Only thing that jumps to mind would be "Sim Settlements 2 Extended v1.0.7" which I have disabled since I don't know what is inside it yet. Is it required?

Deconstructing that first error message I saw (Error: Unable to link types associated with function "GetTargetBuildingPlan" in state "") tells me the CK cannot find/parse the function GetTargetBuildingPlan. Where is that function stored?

To prove I'm not making this up, here's a screenshot of the properties for SS2_Template_BuildingLevelSkin:
NotCrazy.jpg
I was able to set those values, I promise! Hehe. More importantly the CK was able to access both workshopframework:library and simsettlementsv2:datastructures to display these properties. Which takes me back to wondering where GetTargetBuildingPlan is stored.

Holy cow! Massive apologies, this has gotten huge and has too many questions. I am a bit too excited I guess. Maybe requesting access to the Discord would be best.
 

msalaba

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1,501
I use MO2
Could it be something to do with the way MO2 uses virtual links? I don't use MO2 so IDK. This may be a good question to ask on the SS2 Discord as a lot of people there use MO2.
I assume you have-
Code:
[General]
bAllowMultipleMasterLoads=1
in your CreationKit ini file. Otherwise you would get an error on load.
You're obviously a Rockstar
The title should be "bored person with too much time on their hands." The bonus is I get access the the source files. The downside is that unless you have Greater Cloak of the Script GOD of Legend equipped, your eyes will bleed.
Since I'm using MO2 I can tell you with "authority" that all I have a "clean" Data folder with only the following "installed":
I have all those mods installed as well except for Baka. I uninstalled that when I added Buffout 4. IIRC, Buffout 4 memory manager extends the script data limit and has other memory fixes. SS2 Extended is just a collection of assets that SS2 will make use of if it is installed. It mostly contains things that would have poor performance on xBox.
Deconstructing that first error message I saw
I wonder if this is something as stupid as the SS2 - main.ba2 file being corrupted on download. You may want to try and re-download SS2 and see if that fixes it. You could also try opening up a vanilla SS2 BuildingPlan and see if you can access the script properties.
Which takes me back to wondering where GetTargetBuildingPlan is stored.
It is hard to say. Most likely it is SimSettlementsV2:Weapons:BuildingSkin Most of the SS2 scripts have dependencies on many other SS2 and WSFW scripts.
 

msalaba

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1,501
When did you download the Add-On Makers Toolkit? IIRC the first version had some faulty scripts that were fixed later on.
This is in the tutorial before the xEdit scripts are introduced. This is literally "I can't open the weapon record properties." It sounds more like a compile error, but the script shouldn't need to be compiled... Its more like a script missing from the bsa file.
 

Tinuvia

Wasteland Venturers
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@Aenara Are you running the ck added as an executable through MO2? I used to mod with MO2 and as far as I remember it was a bit tricky to set up to get scripts to compile. I had to use external plugins but this was years ago for Skyrim, could have been fixed for FO4. As I played less and less and modded more and more I eventually switched to Vortex, so I'm not helpful regarding current best practices for MO2 modmaking.

It's a bit odd though that you can access some script properties but not all.

EDIT: as msalaba says, usually when I can't access a property it means the ck can't read the script.
 

Aenara

New Member
Messages
9
@Aenara Are you running the ck added as an executable through MO2? I used to mod with MO2 and as far as I remember it was a bit tricky to set up to get scripts to compile. I had to use external plugins but this was years ago for Skyrim, could have been fixed for FO4. As I played less and less and modded more and more I eventually switched to Vortex, so I'm not helpful regarding current best practices for MO2 modmaking.

It's a bit odd though that you can access some script properties but not all.

EDIT: as msalaba says, usually when I can't access a property it means the ck can't read the script.
Yes. I added the CK as an executable like the F4SE launcher and other tools (LOOT, xEdit, et cetera). Now this has worked wonders in Skyrim since loose files are the literal BANE OF MY EXISTENCE. :crazy As @msalaba I have had a number of bad experiences with things left behind in the Data folder... both playing and authoring. For authoring it's like a mini-source control that ensures I don't leave behind files in mods I deploy.

Assigning properties "shouldn't" require the scripts on those custom types to compile. If they did, no one could use the release esm/ba2s since they don't include psc files. Now in Skyrim I did see times where the CK decided to parse the psc when adding properties. I assume the F4CK does the same. But I'm not adding a new property or altering code. I'm trying to assign them on SS2_Template_BuildingSkin and it fails to bring up the dialog. Yet I can assign properties on SS2_Template_BuildingLevelSkin without a problem. Both of those forms have custom enumerated types. It's very confusing.

But I see the wisdom in your overall point. I am new to F4CK modding and I have never worked on something this massive. I mean ... 1gb of esm/bsa! :shok1 Maybe this is too much for the VFS that MO2 uses. I will try putting SS2 and WSFW directly in my precious, precious clean Data folder then running CK against it outside of MO2 to see if that fixes it.

TBH I'm very suspect of @msalaba ... they are able to assign properties on the very plugin I created while I cannot! I think there are some Rockstar files missing from my Data folder. :sad
 

Aenara

New Member
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9
Could it be something to do with the way MO2 uses virtual links?
Sounds like you mean the Virtual File System that MO2 uses, right? @Tinuvia also had concerns about this above so I am definitely going to try running CK without MO2. I will just have to keep a close eye on my precious, precious "clean" Data folder. :sorry Thinking about this earlier I can't really claim it's vanilla because I do have F4SE pex/psc files in there along with a DarkGray.dds.

IIRC, Buffout 4 memory manager extends the script data limit and has other memory fixes.
Just started using it so I had to check B4's config file. I do see it replacing four different memory allocators, but not one with Scripting per se. So unless Scripting is part of the Global heap it appears running Baka is still a good thing. Thanks for the SS2E clarification. I won't bother adding Extended in since there's plenty of data already! :rofl

I wonder if this is something as stupid as the SS2 - main.ba2 file being corrupted on download. You may want to try and re-download SS2 and see if that fixes it.
OMG!! How could you suggest such a horrible thing!?!? :shok1 Can you imagine if that's all this was?!?! HAHA! I'll try that first. I strongly doubt it since the 7zip file wouldn't be able to extract data without errors. But maybe something happened to the file randomly when I copied it.

You could also try opening up a vanilla SS2 BuildingPlan and see if you can access the script properties.
Thought about this this morning. I thought I was clever to try bringing up the template... but the template will be missing data. What I should have tried was bring up the actual ind_2x2 plot form that's already in use. If that were to work, I could just duplicate that form instead of the template then put in my data.

Thanks so much @msalaba !! :<3:
 

Aenara

New Member
Messages
9
While I just thanked @msalaba above for all the help I would like to thank @MsBathory and @Tinuvia too.

Honestly, I was going to give it 24 hours. I mean... I can't bring up bring up properties on a form! Pretty basic. And if I can't even complete the first tutorial plugin then I should probably spend my time doing something else.

Even though I am still stuck the responses here make me feel like I'm not alone, that there's hope, and similar platitudes. :yahoo

While I did dabble in SS1 it never really hooked me like SS2. The new NPCs and questlines that gradually introduce features are wonderful! I would really like to be able to contribute content to this incredible mod/DLC. So again, thanks to all that have helped so far and stopped me from remaining a player. :<3:
 

msalaba

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TBH I'm very suspect of @msalaba ... they are able to assign properties on the very plugin I created while I cannot! I think there are some Rockstar files missing from my Data folder.
Thanks, I wasted 4 hours looking for these files... /sarcasm :rofl

I have 0 experience with MO2. I was still using NMM until I tried to get SS2 running smooth in my LO.
OMG!! How could you suggest such a horrible thing!?!? :shok1 Can you imagine if that's all this was?!?! HAHA! I'll try that first. I strongly doubt it since the 7zip file wouldn't be able to extract data without errors. But maybe something happened to the file randomly when I copied it.
This actually can happen. I don't know the intricate details, but I do know this has happened in the SS1 days.
 

Aenara

New Member
Messages
9
Solved: Old version of Workshop Framework was being used. (v1.1.10a instead of v2.0.09)

TL/DR + Rant

It is with heavy heart filled with embarrassment and incredulity that I come here to admit... I was loading the wrong damn WSFW. :bad

Basically my eyes saw .10a at the end of the folder and my brain said, "Why yes! .10a must be better than .09!!" Indeed. sigh

@msalaba ... how could you let me suffer like this!? I very clearly listed "Workshop Framework v1.1.10a" being used an you said:
I have all those mods installed as well except for Baka.
You may be a Rockstar.. but you're a mean one! :crazy

Hehe. At least I was on the right track. I'm willing to bet many dollars that GetTargetBuildingPlan is making calls to WSFW! I certainly won't discuss the hours of things I tried to solve this. But at least now I have " OLD" at the end of every WSFW that isn't current.

Thanks again to all the read/responded to this nightmare!! :<3:
 

MsBathory

Member
Messages
48
We've all been there, most probably more than once. For example, I tried to follow the skin tutorial too and failed 3 times before realizing on the 4th go that I had skipped the same step each and every time. I could have sworn I followed the tutorial to the letter, but... Yeah. :shok
 

msalaba

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Messages
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I very clearly listed "Workshop Framework v1.1.10a"
When you are a Rockstar, you have people (Vortex) to do things for you (version control) so you end up with more time for illicit activities. :rofl
This reminds me of a few reading fails that caused me to ask Kinggath some really stupid questions.

I'm glad to hear you got things squared. I learned the hard way that unpacking the vanilla textures and meshes to the data folder is a bad idea... :rtfm
I tried to follow the skin tutorial too and failed 3 times
I hear that. When I started the addon tut, I missed a step in there so my plan did not show up in the game. I still don't know what I missed. The xEdit scripts take a lot of fun out of it. ;) I have been scared to work on skins as even veterans like RobotsSmell struggled a little.

Oh yeah, make sure you have the latest version of the xEdit scripts. The one for skins released with the builder's toolkit had an issue. I don't know if the wiki was updated, but you can find the updated script in #filedrop or ask Pra.
 

Aenara

New Member
Messages
9
Oh yeah, make sure you have the latest version of the xEdit scripts. The one for skins released with the builder's toolkit had an issue. I don't know if the wiki was updated, but you can find the updated script in #filedrop or ask Pra.
Will do! Bit frazzled right now so I'm going to avoid the CK for a bit. I did finish the first esp then read the next series on building SCOLs. But for now I'm going to do a little play time. See what 1.0.8 feels like. Get a few saves together at various stages for testing. You know... the "important" stuff. :grin
 

msalaba

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I did finish the first esp then read the next series on building SCOLs.
For some reason, the tut has you creating nif files from the SCOLs for the building stage models. This really doesn't need to be done as SCOLs can be used for the building stage models. You only need to create a nif for the final building model for the level. This is due to the fact that you can not navmesh a SCOL.
 
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