Craddok Posted June 6, 2013 Share Posted June 6, 2013 (edited) What are the best practices for updating/patching a mod that's already been uploaded? There doesn't seem to be much information on this in the forums or on the wiki. I want to update a mod so that players who have already downloaded it can grab the update without corrupting anything or losing progress. How do I ensure that players can download the update painlessly? Edited June 6, 2013 by Craddok Link to comment Share on other sites More sharing options...
Nephenee13 Posted June 6, 2013 Share Posted June 6, 2013 Uhh...be more specific. Link to comment Share on other sites More sharing options...
Craddok Posted June 6, 2013 Author Share Posted June 6, 2013 I've updated the initial post, hopefully that's more specific. Link to comment Share on other sites More sharing options...
Nephenee13 Posted June 6, 2013 Share Posted June 6, 2013 Its your mod, right?Well...it depends? Most mods can be updated on the fly. What mod are you even talking about. Like I said, be specific, not give more generalities. Link to comment Share on other sites More sharing options...
Craddok Posted June 6, 2013 Author Share Posted June 6, 2013 Sorry, sometimes I forget just how varied mods are. Yeah, it's my mod. It's a simple dungeon mod with a single ESP and no extra files. Vanilla assets, no dependencies. I've never updated it before.Here's the link in case you need more information.http://oblivion.nexusmods.com/mods/43435/? Link to comment Share on other sites More sharing options...
Nephenee13 Posted June 6, 2013 Share Posted June 6, 2013 Will depend on precisely what you are changing, but most likely it will require no special procedures. Honestly the only thing that might cause problems is if you move a load-door around, but since its a dungeon, thats probably not an issue. You can just tell people to replace the ESP and thats all they need to do. Link to comment Share on other sites More sharing options...
Lanceor Posted June 7, 2013 Share Posted June 7, 2013 When updating a mod...Static objects like walls can be moved and the changes will be visible immediately. Exception: Persistent references like doors are saved in the savegame.Non-static objects like items can also be moved provided it hasn't been saved in the savegame. If the player has interacted with the item, its position will probably be saved in the savegame.Mesh and texture updates are fine.Script updates are usually okay. However, I believe that variables are saved in the order that they are declared, so I make it a point not to insert new variables in between the existing ones.Dialogue updates are okay.Quest updates are usually okay... though the player cannot go to an earlier quest stage. Link to comment Share on other sites More sharing options...
Craddok Posted June 7, 2013 Author Share Posted June 7, 2013 (edited) Thanks to both of you. Didn't realize updating was that simple. What if there are conflicts with the save game? What happens if a persistent object is changed, and the player's got a save game that's been through the dungeon? For example, in my update-to-be I have changed some persistent objects. They've been moved, deleted, re-added, and some have been made no longer persistent. Most of these are Ayleid floor button triggers. Edited June 7, 2013 by Craddok Link to comment Share on other sites More sharing options...
Nephenee13 Posted June 7, 2013 Share Posted June 7, 2013 Thanks to both of you. Didn't realize updating was that simple. What if there are conflicts with the save game? What happens if a persistent object is changed, and the player's got a save game that's been through the dungeon? For example, in my update-to-be I have changed some persistent objects. They've been moved, deleted, re-added, and some have been made no longer persistent. Most of these are Ayleid floor button triggers. Persistent objects will cause issues. If you have deleted or moved persistent objects, then I would suggest you recommend users who already have it installed to do a clean-save. Link to comment Share on other sites More sharing options...
Craddok Posted June 7, 2013 Author Share Posted June 7, 2013 Okay, thanks. I've been modding for years but this is my first upload so there's a lot I don't know; I just don't want to corrupt any players' saves. Link to comment Share on other sites More sharing options...
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