Jump to content
TrippyPanda

PapyrusEssembler.exe Application Error when trying to compile scripts

Recommended Posts

Whenever I hit Compile, I only get an error saying:

 

  papyrusAssembler.exe - Application Error

The application was unable to start correctly (0xc000007b). Click OK to close the application

1945291116_Screenshot(60).thumb.png.042b0cf115a1bc99a61535296b16baea.png

 

And then a second error box:

Papyrus Compiler Version 2.8.0.4 for Fallout 4
Copyright (C) ZeniMax Media. All rights reserved.
Starting 1 compile threads for 1 files...
Compiling "Fragments:Quests:QF_BoS302_000B9F9D"...
No output generated for Fragments:Quests:QF_BoS302_000B9F9D, compilation failed.

Batch compile of 1 files finished. 0 succeeded, 1 failed.
Failed on Fragments:Quests:QF_BoS302_000B9F9D


1056008088_Screenshot(59).thumb.png.81cce643ffd7cc36687aa2860f872dac.png

 

 

Ive been stuck with these errors for days now. I have tried everything I could find but I cannot find the solution. Please help.

Share this post


Link to post
Share on other sites

My first thought is Win 'protection'.

Try adding an exclusion to Windows Security; See this post for details.

If that doesn't change things, then I have no idea other than standard troubleshooting via Event Viewer.

Share this post


Link to post
Share on other sites

Thanks, and sorry for the really late reply. I got quite frustrated after posting.

 

I tried doing what is done in the post mentioned, but sadly did not fix the error :(

On 4/18/2022 at 2:50 PM, z929669 said:

My first thought is Win 'protection'.

Try adding an exclusion to Windows Security; See this post for details.

If that doesn't change things, then I have no idea other than standard troubleshooting via Event Viewer.

Thanks, and sorry for the really late reply. I got quite frustrated after posting.

 

I tried doing what is done in the post mentioned, but sadly did not fix the error :(

On 4/18/2022 at 5:50 PM, DoubleYou said:

Did you extract the base gsme scripts.zip?

Hey! Sorry for the really late reply

Yes, I double checked and the scripts is extracted

Share this post


Link to post
Share on other sites
2 hours ago, DoubleYou said:

Thank you for replying!

 

Ive reinstalled but still the same.

 

I have an question tho. Whenever you go to your Papyrus folder , and run PapyrusCompiler.exe what happens? Does it run anything? What about PapyrusAssembler.exe?

Whenever I try to just run PapyrusAssembler.exe I get that error message in the main post, and if I run PapyrusCompiler.exe it just opens for 1 sec then closes again. 

Share this post


Link to post
Share on other sites
2 hours ago, DoubleYou said:

Ive also noticed this when I open the ScriptCompile.bat file:

 

D:\SteamLibrary\steamapps\common\Fallout 4\Papyrus Compiler>"C:\Projects\Fallout4\Build\PC\Papyrus compiler\PapyrusCompiler.exe"  -f="Institute_Papyrus_Flags.flg" -i="C:\Projects\Fallout4\Build\Source\Scripts" -o="C:\Projects\Fallout4\Build\PC\Data\Scripts"
The system cannot find the path specified.

D:\SteamLibrary\steamapps\common\Fallout 4\Papyrus Compiler>pause
Press any key to continue . . .

 

The location where its pointing at is incorrect.

When I run the same command with the correct folder location,  the script runs. May this also be the reason why im getting the error?

If so, how do I change this so that the correct command runs?

 

 

Im not sure if this is even revelant, im just throwing it out there since im quite new to CK ect.

 

Thanks!

Share this post


Link to post
Share on other sites

Those bat files look like internal Bethesda bat files, and shouldn't relate to us. If you're savy with the command prompt, try executing...

papyrusassembler -?

and see what it does. 

If you don't know how to navigate to the directory, you can use the full path in the command prompt like this:

"D:\SteamLibrary\steamapps\common\Fallout 4\Papyrus Compiler\PapyrusAssembler.exe" -?

If this is returning the same error, it is likely your Creation Kit installation is corrupt somehow, in which case I would uninstall and reinstall.

image.png

Share this post


Link to post
Share on other sites
47 minutes ago, DoubleYou said:

Those bat files look like internal Bethesda bat files, and shouldn't relate to us. If you're savy with the command prompt, try executing...


papyrusassembler -?

and see what it does. 

If you don't know how to navigate to the directory, you can use the full path in the command prompt like this:


"D:\SteamLibrary\steamapps\common\Fallout 4\Papyrus Compiler\PapyrusAssembler.exe" -?

If this is returning the same error, it is likely your Creation Kit installation is corrupt somehow, in which case I would uninstall and reinstall.

image.png

This is interesting. So yes whenever I execute the above command prompt path, I get the same error as before. So the problem definitely is with the PapyrusAssembler.exe. 

 

I have now completely removed and reinstalled CK to see if there is any difference when running the same command again, but same results unfortunately. 

 

Something I have noticed is the difference in the versions. I see your Assembler version is 2.7.0.2. Is your Assembler and Compiler the same version? I can only see my Compiler version, which is 2.8.0.4. Could this maybe be an compatibility issue with the specific version and Win 11?

 

Thanks for the help so far!

 

 

 

Share this post


Link to post
Share on other sites

I also have Papyrus Assembler 2.7.0.2 and Papyrus Compiler 2.8.0.4 for Fallout 4. It looks as if Papyrus Assembler is a native C++ application that has options to disassemble, assemble or analyze scripts whereas Papyrus Compiler is a .NET Framework application used to compile scripts.

Share this post


Link to post
Share on other sites
1 hour ago, TrippyPanda said:

This is interesting. So yes whenever I execute the above command prompt path, I get the same error as before. So the problem definitely is with the PapyrusAssembler.exe. 

 

I have now completely removed and reinstalled CK to see if there is any difference when running the same command again, but same results unfortunately. 

 

Something I have noticed is the difference in the versions. I see your Assembler version is 2.7.0.2. Is your Assembler and Compiler the same version? I can only see my Compiler version, which is 2.8.0.4. Could this maybe be an compatibility issue with the specific version and Win 11?

 

Thanks for the help so far!

 

 

 

The Assembler and Compiler are two different applications with different versions, which is normal. You could try and check the Windows Event Log. It might have more information that will help identify the exception. I still think it sounds like a missing c++ redistributable. Make sure you install both the x86 and x64 redistributables for 2012, even if your machine is 64-bit, not all applications are. The game pre-bundles these installers in Fallout 4\_CommonRedist\vcredist\2012

Share this post


Link to post
Share on other sites
7 hours ago, DoubleYou said:

The Assembler and Compiler are two different applications with different versions, which is normal. You could try and check the Windows Event Log. It might have more information that will help identify the exception. I still think it sounds like a missing c++ redistributable. Make sure you install both the x86 and x64 redistributables for 2012, even if your machine is 64-bit, not all applications are. The game pre-bundles these installers in Fallout 4\_CommonRedist\vcredist\2012

Alright so I went forward and uninstalled and reinstalled both the x86 and x64 redist 2012 ( which I got from the folder mentioned above) . I have also uninstalled all redist packages that I had installed, restarted my PC and installed all of them again, but sadly no changes.

This is the packages I have installed at the moment:

787576271_Screenshot(62).thumb.png.00618d7600b41143767836f0ed2986af.png

 

I also made sure that the .Net Framework is installed and active (3.5.Net Framework ) 

 

At this point I feel like the only thing I can do is either an Windows repair or an fresh install of Windows, unless you might have another option that I could try?

7 hours ago, Greg said:

I also have Papyrus Assembler 2.7.0.2 and Papyrus Compiler 2.8.0.4 for Fallout 4. It looks as if Papyrus Assembler is a native C++ application that has options to disassemble, assemble or analyze scripts whereas Papyrus Compiler is a .NET Framework application used to compile scripts.

Ah noted, thanks!

Which .NET Framework package and redist package do you have installed? 

Share this post


Link to post
Share on other sites

Did you install both the x86 and x64 versions for the C++ runtime? It may be worth a shot because it looks as if this is still an x86 application.

I doubt you have an issue with the .NET Framework because one of your screenshots shows PapyrusCompiler.exe is running. If you had an issue with .NET Framework, that second screenshot in original post wouldn't be showing "Papyrus Compiler version blah blah" and no output generated.

Share this post


Link to post
Share on other sites
2 hours ago, Greg said:

Did you install both the x86 and x64 versions for the C++ runtime? It may be worth a shot because it looks as if this is still an x86 application.

I doubt you have an issue with the .NET Framework because one of your screenshots shows PapyrusCompiler.exe is running. If you had an issue with .NET Framework, that second screenshot in original post wouldn't be showing "Papyrus Compiler version blah blah" and no output generated.

Yeah as in my previous reply above, I have both x86 and x64 C++ runtimes installed. I basically installed all of the ones I could find ( as well as ones which tends to fix the error ) but had no luck with it unfortunately. 

 

Or am I understanding you wrong? 

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Similar Content

    • By sheson
      This is a beta of [FNV|FO3|FO4|FO4VR|TES5|SSE|TES5VR|ENDERAL|ENDERALSE]LODGen/Edit with terrain LOD meshes and textures generation.
      This is for experienced mod authors and users that know how to use xEdit, xLODGen or DynDOLOD already.
      Installation and Setup
      Download
      xLODGen beta 93 - based on 4.1.4b
      Unzip into a dedicated folder outside of any Steam, game or mod manager folders or special Windows folders like Program Files.
      Rename xLODGen.exe to [game mode]LODGen.exe (TES5LODGen.exe for example) or start with command line parameter -fnv, -fo3, -fo4, -fo4vr, -tes5, tes5vr, -sse, -enderal, -enderalse
      Use -o:"c:\OutputPath\" command line parameter to change where files are generated to, default is the game folder.
      Do not generate into any game or any mod manager folders.
      Requirements
      Microsoft Visual C++ Redistributable for Visual Studio 2015, 2017 and 2019 - Required by LODGen.exe/LODGenx64.exe and Texconv.exe/Texconvx64.exe. Get matching platform x86/x64 depending on which xLODGen.exe (x86) or xLODGenx64.exe (x64) is used.
      RTFM and Share Results
      See the included Skyrim-Occlusion-Readme.txt for a brief explanation of the Skyrim TVDT Occlusion data generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions or give feedback in the dedicated Skyrim TVDT - Occlusion Data thread.
      See the included Terrain-LOD-Readme.txt for a brief explanation of the settings for terrain LOD generation. Read the hints that are shown when the mouse pointer rests on a setting. Ask specific questions about terrain LOD in this thread for a more in-depth explanation if required and share feedback (with screenshots) about results or problems.
      These tools generate LOD meshes and textures "exactly" like CK, but not like the meshes and textures which are shipping with the games (they are often manually edited).
      However, these tools provide more options and higher resolutions (use the x64 version if there are memory errors because you believe you require 4k or higher) and can be updated to add more useful features and options.
      I did some testing in the different games, but finding the best combinations of options and settings requires lots of testing and are a matter of personal opinion and which game is used, the load order, mods, even different worldspaces probably.
      That means, I am only able to give generic guidelines and hints to send you off to find and test for yourself and share your results. My main interested is that generations works correctly and without problems for now.
      Check out the thread xLODGen Terrain Settings Compare. Also refer to any modding guide which has a list of relevant mods close to your load order.
      The object and tree LOD generation is the same as the current versions of xEdit / xLODGen. Refer to their respective descriptions and explanations.
      Obviously, users of Skryim/Enderal/Skyrim SE/Skyrim VR/EnderalSE continue to use the easier and more comprehensive DynDOLOD for drastically improved object and tree LOD generation and only use xLODGen for terrain LOD (and maybe Occlusion) generation.
      First Time
      Here are suggestion to start without going crazy and that should be quick enough to generate:
      Set quality of meshes for LOD4 to 5 and then +5 for each next level. Or just set levels 8/16/32 to 10.
      Check protect cell borders (yes it fixes the ugly terrain drops at outer cell borders that still exist in Fallout 4).
      Use the max vertices setting only if you want to hard limit max file size.
      In Skyrim Special Edition or Skyrim VR, if you notice terrain briefly flickering when new areas are loading in, set [Display] bEnableLandFade=0 in Skyrim.INI
      Set Optimize Unseen to off for LOD4 for first generation. Start experimenting with a value of 550 with a quality setting of 10 or lower for LOD32 (used for map) and compare coastlines and file size to other settings.
      To quickly generate terrain LOD meshes just for the map, check only terrain LOD Meshes, check the Specific Chunk checkbox and set drop down to 32. Leave SW fields empty for complete map or set SW cell coordinates to same values as a *.btr filename to test a specific area with lots of water, river etc.
      Set texture sizes to 512 for a start. Larger sizes and large world spaces will take a considerable time (like 15 to 30 minutes or more easily). Each higher resolution means quadruple the work.
      Use DXT1 for diffuse and 565 (DXT1 if on Windows 7) for normal maps. If generating for Skyrim Special Edition use BC7. Uncheck mipmaps, raise steepness and Bake normal maps.
      For now, leave the Brightness, Contrast and Gamma at 0 and 1.0 respectively. It seems that only Skyrim CK and Skyrim SE CK are manipulating the intensity of the textures to adjust for the noise.dds and the god awful "improved" snow shader of Skyrim SE (just turn that thing off, really). If textures seem too dark in the game, brighten the noise.dds instead or vice versa. That way you can get perfectly matching LOD textures that look just like the textures in the loaded cells. For Skyrim a good average color of the noise texture seems to be around #C0. See below for a couple noise texture downloads.
      If you want to test larger texture sizes, use the chunk option to limit the number of textures that need to be generated. For example, check [x] Specific chunk, leave the drop down empty and set WS to the lower left cell coordinate of an 32x32 area, like 0, 0. It will then generate all textures up to 31,31. Not all worldspaces have their origin at 0,0 so you will have to check already generated meshes/texture filenames for their lower left coordinates.
      Questions and Feedback
      Obliviously anything related to terrain LOD should be posted in this thread.
      Posts related to Occlusion should be made here.
      Recommended Optionals
      TES5-Terrain-Tamriel.esm (Mega), SSE-Terrain-Tamriel.esm (Mega)
      TES5-Terrain-Tamriel-Extend.esm (Mega), SSE-Terrain-Tamriel-Extend.esm (Mega) - These extend the sea of ghost further to the north (see screenshots)
      SSE-Terrain-Tamriel-Full-Extend.esm (Mega) - Entire map from -96,-96 to 95,96 with northern ocean extension. Useful for mod authors.
      Put in game data folder obviously. Adds back terrain for Skyrim (Tamriel worldspace) at the outer edges so there is no missing terrain meshes/textures when generating terrain LOD for Skyrim.
      Load as early with lowest priority as possible, so that any other plugins overwriting or adding land records or cells with the same coordinates take precedence.
      Only required to be loaded when generating terrain LOD. No harm done when loaded in-game but typically the player can not get close to these areas. There are no effects outside the far away added cells.
      Noise
      Single color flat noise, Adjusted vanilla noise, HD Terrain Noise Texture SE
      Examples for Skyrim. Install to game folder like any other texture mod. The noise texture is applied in-game on top of terrain LOD textures, so no effect for LOD generation.
      Only the red channel is used in case the textures is not a grey channel format. MipMaps are ignored. The textures is tiled 3x3 per LOD quad, e.g. for LOD level 4, the noise texture is repeated 3 times to cover 4 cells, for LOD level 8, the noise texture is repeated 3 times to cover 8 cells and so on.
      Test-Terrain-Tamriel.7z
      For testing terrain LOD distances. Plain color terrain LOD textures for Tamriel with coordinates for every LOD quad. Green for LOD 4, yellow for LOD8, blue for LOD 16 and red for LOD 32.
    • By MajorSollus
      Hi,
      I am trying to make a patch and eventually start making Patches for the Skyrim AE community. I am trying to figure out this Reference ID dilemma. I bring up Console Command in game and click on an object to acquire its Reference ID. Then I exit the game and pull up xEdit and search that ID in the MOD (or even my entire MOD List) and there is no matching ID. If I dig down further and locate the object I find the reference ID in xEdit is slightly different than the ID acquired in game using the command console. It seems to be the first couple of characters in the reference ID that are different and every other character after that, matches. But, it's nearly impossible to locate items through xEdit like this. It took me 20 minutes to locate it.
      Example: I am running The Great City of Solitude SSE, and I want to make a patch. There is a gaggle of buckets floating out over the water on the docks and I want to patch items like this to be disabled or moved when using this MOD. The console reference ID is (05000832) . . . it is nowhere to be found with a search through xEdit, even with every MOD loaded.
      There has to be an easier way to locate Objects within xEdit with their reference IDs from the in game console command for modding and making patches. Am I missing something?
      Thanks in advance.
    • By ZanderGaylord
      Greetings to all my friends,
      Recently I am encountering a serious problem on Steam while playing this game 'Fallout 4'. I just bought this game from Steam, but the problem is when I try to play this game, its not playing on full screen. I applied some methods (Display Scaling value, Windowed Mode, Disable TeamViewer) without applying this method Choose Compatibility Mode as mentioned in this article. But still the problem persists. I did not apply this method, if there is any drastic change on my computer. Can anyone tell me if anyone has used this method before? Please help.
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.