LoneWolfEburg Posted April 10, 2014 Share Posted April 10, 2014 (edited) Finally, I've understood how to solve my previous "how to disable a NPC" question, thanks to icecreamassassin's suggestions and my own efforts (you have to fill properties in CK, now I get it). Now, I've got another question - should I include pex (as opposed to psc) script files into BSA for my mod? I think I shouldn't, but it doesn't hurt to ask, right? Edited April 10, 2014 by LoneWolfEburg Link to comment Share on other sites More sharing options...
IsharaMeradin Posted April 11, 2014 Share Posted April 11, 2014 Yes, include the pex files. Those are a must for your mod to function. The game requires the pex files. The psc files can be skipped if you wish but it is a good idea to include the psc files for others to see your coding methods and/or assist in pin-pointing solutions to any flaws that may arise. Link to comment Share on other sites More sharing options...
LoneWolfEburg Posted April 11, 2014 Author Share Posted April 11, 2014 Thank you for you answer. It turned out to be the opposite of what I thought. Why is Skyrim modding documentation on the net so unclear? Link to comment Share on other sites More sharing options...
Deleted31005User Posted April 11, 2014 Share Posted April 11, 2014 Because documentations are created by people who have knowledge of these things, so they often forget to explain things in a simple and clear manner that even newbies can understand.I recently had the same issue with MAX 3DS, every time I search on the net for information about this program I'm literally bombarded with so much information that leaves my head exploded, luckily I have someone who is helpful in explaining these things to me. Link to comment Share on other sites More sharing options...
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