leron9999 Posted August 20, 2014 Share Posted August 20, 2014 Hi guys, I just wanted to ask what are some best practices when updating a mod, specifically one that uses a script. Say I've got script A on first release. But on my next release, I want to change up some stuff inside script A for both new features and bug fixes. What are some things that I should avoid changing to keep the savegames of the users stable? Do I avoid removing a registerForUpdate()? Am I free to change up functions? Any tips would be great. Link to comment Share on other sites More sharing options...
Terra Nova Posted August 20, 2014 Share Posted August 20, 2014 (edited) You avoid using RegisterForUpdate() in any circumstance as it is incredibly unstable. Instead you use RegisterForSingleUpdate(). For updates involving scripts, you usually wanna avoid changing the values associated with variables and properties, but there's a way to change those cleanly by making an "update quest" with in the mod with a script that force changes to them. See this: for an example - http://forums.bethsoft.com/topic/1484684-updating-scripted-mods-and-papyrus-logs/?do=findComment&comment=23270450 Edited August 20, 2014 by Terra Nova Link to comment Share on other sites More sharing options...
leron9999 Posted August 20, 2014 Author Share Posted August 20, 2014 Thank you! Link to comment Share on other sites More sharing options...
NorthHare Posted August 22, 2014 Share Posted August 22, 2014 This page on the CK wiki is about how save games deal with altered scripts: Save File Note (Papyrus) Link to comment Share on other sites More sharing options...
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