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Need to know about variables with merging mods


amokrun1

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So I am currently reducing my plugin number by manually merging mods into one plugin. It has gone well for the most part, but I occasionally have a problem with scripts. I paste the script from the original mod into the GECK, save, then go to xedit the check for conflicts. Half of the time the scripts are fine, but the other half of the time there is a discrepancy between variable number. Could someone please explain what these variables pertain to, and how important it is for the xedit comparison to match up vis-a-vis functionality? I ask this second question because I tested one out once with mismatched variables and it seemed to work fine.

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If properties are correctly attached in the scripts within the mod, merging is fine since it updates IDs accordingly during the merge. Game.GetFormFromFile I could see having issues though since it is fetching a specific ID and isnt attached. Unless thats accounted for in the merge tool. I havent merged stuff in a while but I never ran into an issue with scripts personally. YMMV I guess

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So is the method I described a sound one? I have the mod open in xedit and I create new forms in my patch in the GECK but with same Editor IDs and copy the information over. If it's a script, I create a new one and simply paste the script into it.

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I'm just spit balling here but ... anytime you want a script merged ... a complex one utilizing variables for ?

 

first and foremost you should understand those scripts inside and out ... err at least an indepth understanding of those variables.

 

Do you need to start with what a variable is amok ?

 

which I ask cuz it is a key stone foundation to knowing more.

 

And I see you have the aptitude and drive.

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A variable is like a parking lot space. You declare there is a space here in the script ... Ref , Int , Short ,Float ... Which that is then considered local to that script ?

And what about that "Short" what does that mean . . . Well in short It is an Integer ... same as Int. ( a whole number )

Float is decimal place ... and Ref is saving something alot bigger than a few numbers.

 

All variables are a local except a global. But scripts can get & set variables in other scripts .

And when that happens , it is not local to that script ... so it needs extra scripting.

An example of a non local variable is ,,, a Trigger script sets a variable in another script.

Player walks into area trigger ... the scripting sets a variable in a quest script.

 

The area trigger might have a variable of doOnce ... that would be Local.

But the quest variable it calls to is not,

 

And the local variable is easy to call in script ,

where as the other is not.

 

Sorry I hope this edit might have cleared up any confusion .

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You are talking about merging right ? So maybe it works for this persons playthrough but not another.

Are we talking just about your playthrough ... or your lookin to homogenize ?

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Hmmm ... to better explain ... without knowing the exact script and variable . It is a speculative endeavor , that is really only cleared up by testing.

If I remember correctly ... you seem to be trying to set up your perfect glitch free load order ... for a playthrough you plan on doing ?

But you don't have the time to test in game ?

 

And variables showing up pre-game time as different ... I don't know why they would be anything other than their default state .

But load order I suppose could effect that. Which a test game side with the console ... would be a better test of the variable than what Xedit tells you ?

 

And of course an in depth understanding of the variable causing effects in the game doesn't hurt either .

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Every mod I merge I make sure to test, and if it does anything differently from the original mod I scrap it. This almost never happens though, and the mod performs as expected, but my testing is limited to console/test room/5-min gameplay, that's it. Suppose I will have to see what transpires in an actual playthrough eventually.

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