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Accident script edit, am I doomed?


Braclo

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Im creating my first mod for TES: Oblivion, learning as I go. I edited script named OnActivateTest, and changed the name and saved it. After several hours working on my mod, I finally realised that might not have been the best idea ever.

 

Do I have to restart several hours of working on my mod, or will it work if I just rename it back to its originall name?

 

Thanks,

Braclo.

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You can change the name back without difficulty. I don't think that script is actually used by anything, though. The script is:

 

scriptname OnActivateTest

begin OnActivate
; this should prevent you from activating anything this script is on
end

 

As stated in the note, it's only useful for preventing something from being used.

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You can change the name back without difficulty. I don't think that script is actually used by anything, though. The script is:

 

scriptname OnActivateTest

begin OnActivate
; this should prevent you from activating anything this script is on
end

 

As stated in the note, it's only useful for preventing something from being used.

 

 

Phew, Thank you!! :D

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You can also modclean out any accidental edits you make in your mod to return them to vanilla Oblivion. You can use the built-in "ignore" feature in the CS, or use other utility programs such as TES4Gecko or TES4Edit.
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You can also modclean out any accidental edits you make in your mod to return them to vanilla Oblivion. You can use the built-in "ignore" feature in the CS, or use other utility programs such as TES4Gecko or TES4Edit.

That's a good answer, just a quick explanation how to do it.

 

In TESCS mark your mod (just highlight it, no need to make it the active file) and click "Details". Another windows will popup, search what you want to delete from your mod, highlight it and press the Delete key... this will flag the resource as ignored. Repeat to everything to be deleted... once done click Close.

 

Now open your mod as normal, just save it again and the trash is gone and the mod clean.

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