Nudedragon Posted July 5, 2013 Posted July 5, 2013 (edited) I'm just wondering if there's an easy way to figure out which script a mod ties in to? So far, the only way I've found is downloading mods manually and looking if they include a scripts folder... very slow going. Separate but related topic: Can a mod have scripts, or rely on scripts, if it doesn't include a scripts folder? Edited July 5, 2013 by Nudedragon
jackowonderful Posted July 5, 2013 Posted July 5, 2013 you'd have too check the plugin for them. and, yes, from the game resources and such. not sure if tes5edit has a filter option related to scripts but you should check.
screendrop Posted July 5, 2013 Posted July 5, 2013 Actually, if the mod is packed in a BSA, that being its resources being packed in that form, then it will have a script folder internally. Secondly, mods that refer to the vanilla scripts may actually be more damaging than pre made scripts as the vanilla scripts are generally inheritantly buggy, although, some good fixes have been released, recently.~SD
prod80 Posted July 5, 2013 Posted July 5, 2013 I'm just wondering if there's an easy way to figure out which script a mod ties in to? So far, the only way I've found is downloading mods manually and looking if they include a scripts folder... very slow going. Do this: http://www.techkranti.com/2010/03/search-within-zip-files-in-windows-7.html#!/2010/03/search-within-zip-files-in-windows-7.html Then this C:\Games\Nexus Mod Manager\Mods -> search the folder Separate but related topic: Can a mod have scripts, or rely on scripts, if it doesn't include a scripts folder? Yep. Either vanilla scripts or scripts coming with a "required mod"
myztikrice Posted July 5, 2013 Posted July 5, 2013 The first two characters of the script output tell you where it's from. If I get a message from script 5D00023D or whatever, it's from mod 5D in my load order (mods going from x0-x9, then xA-xF)
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