2026.2
Application version 5.9.1.
The biggest release since 2022.1: Starfield support, Papyrus namespaces, a setup wizard, a Creation Kit report that tells you exactly what is missing — and the end of PCA's MO2 integration.
Breaking changes
- One executable.
PCA SE.exeandPCA LE.exeare gone, replaced by a singlePCA.exe. The game is picked in the settings, or with--game-type. - MO2 integration removed. PCA no longer scans your mods folder. Run PCA through MO2 instead. The setting shows a warning while it is still enabled.
--debugremoved. The log level is now a setting, and the-debug.exe.cmdlaunchers are gone.
Games
- Starfield is supported. Pick it in the settings like any other game: PCA finds its compiler in
Tools\Papyrus Compiler, its sources inData\Scripts\Source, and offersStarfield_Papyrus_Flags.flg. - Fallout 4 support is complete. It compiles the whole game, DLC and creations included, and imports only the roots the game actually uses — which puts the "Command line is too long" error far behind you.
- Papyrus namespaces, for both. The namespace declared in the header (
Scriptname MyMod01:Script) is given to the compiler, its root folder is imported, and the.pexis written to its namespace subfolder. More details.
Setting up
A setup wizard opens on first launch — game, folder, Creation Kit — and the report it ends on lives in the settings from then on, one click away at any time.
It tells apart a missing Creation Kit, source archives nobody extracted, a compiler it cannot find and missing sources, each with the action that fixes it: install from Steam, extract the archives from PCA, open the folder, or pick PapyrusCompiler.exe. It also errors when the configured compiler belongs to another, incompatible game.
Two warnings that explain compilations failing for no apparent reason:
- Skyrim SE, AE and VR: source scripts left in
Data\Scripts\Source, the Skyrim LE folder. PCA imports it first, so an outdated copy of the game scripts left in there shadows the one your game ships. - SKSE or F4SE installed without its source scripts. Compilation works, but any script calling an extender function fails.
The Compilation page raises them too, not only the errors. More details.
The in-app tutorial is gone, replaced by the wizard.
Compilation
- Compile scripts from any folder. The script's parent folder is imported automatically, so a script kept anywhere on your disk compiles fine.
- Customize the output folder.
- Open the folder the
.pexwas written to, from the script list and from the compilation logs. Namespaces included. - Anonymization of the compiled scripts, on by default. The compiler writes your source path, user name and computer name in the
.pexheader; PCA replaces them with random strings of the same lengths. Nothing else is touched. More details.
Interface
- Language switcher in the settings, English and French, with the native menu following along.
- Log level setting:
error,warn,infoordebug. The log file now also carries what happens in the interface, so a bug report says more. - The settings show the app version, and can run the setup wizard again.
Fixes
- The script you picked is the one compiled, not a namesake found in the game sources. Its folder now comes first among the imports. This mostly bit MO2 users, where
Datamerges every mod. - The Success / Failure badge on a compilation log entry shows the result of that run, instead of the previous one — and "Failure" on a first run.
Also
- Versions are now calendar-style. This release is
2026.2, where the previous one was2022.1. The application version,5.9.0, is still shown in the settings. - The documentation moved to pca.kiyozz.com.
