DesertEaglePWN Posted April 3, 2015 Share Posted April 3, 2015 Hello everyone, If you've been hanging around long enough, you'll know that my brother and I have been working on a fully voiced quest and dungeon mod for Skyrim for an absurdly long time (one of those over-ambitious projects that never should have happened) as we were both complete beginners to Bethesda Modding at the beginning. We are now in the final stages of development and are looking to setup our .esp and data folders with perforce such that we can have effective collaboration. In looking, I have only seen Perforce used with Skyrim to merge .esp files into a .esm masterfile. If anyone already knows how to setup what I am trying to do, please feel free to enlighten me. At this moment there is a single critical question that needs to be answered to help configure this and I would like to ultimately construct a tutorial for others to follow and I welcome anyone with the experience or knowledge to answer this (preferrably with a validating source of the information.) When running the Creation Kit and making mod changes to a .esp file, what are all possible files/folders whithin the Skyrim data folder could potentially be modified? Perforce is continually trying to resubmit over 100K+ files to our depot -- taking up massive quantities of disk space and large chucks of upload time. This happens when I'm trying to isolate which files are modified by the Creation Kit. and if anyone knows the answer to the above question I would love the knowledge to be shared. Thanks everyone, look for A Big Mistake (A Fully-Voiced Quest and Dungeon Modification) on the Nexus within the coming months. Link to comment Share on other sites More sharing options...
Mattiewagg Posted April 3, 2015 Share Posted April 3, 2015 Can't recall if Perforce is CKs VC. But if it is: The latest update rendered Version Control in the CK unusable. You'll have to revert to the last update to use it. Mator's TES5edit merge script might work for you. Link to comment Share on other sites More sharing options...
Mattiewagg Posted April 3, 2015 Share Posted April 3, 2015 http://www.creationkit.com/Version_control Link to comment Share on other sites More sharing options...
DesertEaglePWN Posted April 3, 2015 Author Share Posted April 3, 2015 (edited) Sorry, Matthias; that's not what I'm looking for. That is what is described above as merging .esp files into an .esm file (this is how Bethesda built Skyrim). What I'm trying to do is use and independent perforce depot to manage a data folder and track revisions to binaries such that they can be used for a single .esp. Just because the CK doesn't still have Perforce integration doesn't mean you can't use source control (I would already have it up and running for a single .esp if my remote server had enough space for multiple copies of a data folder. I'm looking for more specific information than anything I've found in existing CK Source Control tutorials. EDIT: To emphasize: I am not trying to merge .esp files into an .esm. I am trying to setup an independent source control solution for a single .esp and all of it's files (which in a sense means I am trying to keep revisions of a single Skyrim data folder containing all files pertaining to the mod.) The goal is that submissions to a Perforce server update that depot/repository with the most recent version and leaves all unchanged files in the data file completely unchanged. Mator's script allows one to merge .esp files into a collective .esp which, while helpful, still does not fix the core problem. Edited April 3, 2015 by DesertEaglePWN Link to comment Share on other sites More sharing options...
smokex Posted September 7, 2015 Share Posted September 7, 2015 Look at the bottom of that page. It also contains the Perforce instructions. Link to comment Share on other sites More sharing options...
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