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Very Newb question I am sure, how do you tell if a mod has scripting?


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Posted

So a mod I want to use but have had trouble with CTD's has a FO4Edit video tutorial and the author makes a point of talking about the load order with scripted mods being critical to avoid corruption and bloat.

 

Google has failed me, so in FO4Edit what am I looking for to determine if a mod has scripting so I can group them together.

Posted (edited)

A script is involved in everything but the most rudimentary action. If you press a button and it causes a bunch of ghouls to spawn, a Script was involved.

 

Generally speaking, corruption as a result of scripts isn't something the End User (you) can do much about. It's caused by poorly written scripts and/or conflict.

 

If a script is known to cause problems, then the only thing that will do anything is for the Author to fix it. (Or you to resolve any mod conflicts you have, but unless you have a bunch of mods that do the same thing for some reason, that's unlikely.)

Edited by Radioactivelad
Posted

Just look into the zip files with 7zip, if a mod has custom scripts it will contain a folder with these scripts. If it doesn't have a scripts folder, you can safely merge the esp with others.

Posted (edited)

I'm not going to sit through an hour and 18 minute long video to find where he says it or exactly how he says it, but he is not quite correct about load order and scripts. Scripted mods don't care about where they are or were in a load order, because even Papyrus functions like GetFormFromFile strip away the load-order bits when they run and figure it out based on the name of the ESP file.

Edited by Reneer
Posted
  On 5/29/2016 at 4:59 PM, Reneer said:

I'm not going to sit through an hour and 18 minute long video to find where he says it or exactly how he says it, but he is wrong about load order and scripts. Scripted mods don't care about where they are or were in a load order, because even functions like GetFormFromFile strip away the load-order bits when they run and figure it out based on the name of the ESP file.

Exactly, mods using scripts are less prone to conflicts than mods editing records, because the conflicts are between records.

Posted

Ok, let me refine the question with this added data...

Scripts this author might be mentioning that could cause savegame corruption, if an Mod is using it, would I find it under the "Scripts" folder?

 

D:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts

Posted

Examples would be "BossLegendaryContainerscript.pex

Followerscript

OCDispenserScript

Outfitconfiguratorscript

Posted
  On 5/29/2016 at 5:03 PM, Thirdstorm said:

Ok, let me refine the question with this added data...

Scripts this author might be mentioning that could cause savegame corruption, if an Mod is using it, would I find it under the "Scripts" folder?

 

D:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Scripts

Yes and no. Many mods package their scripts / models / textures into a BA2 file, which is Bethesda's new BSA archive format. Some will use loose scripts, but I think that is less common now that the CK is out.

 

You don't need to worry about the load order of mods that use scripts, unless the author specifically tells you otherwise.

Posted

Thank you and bah!

 

Love FO4, addicted to FO4, and enjoying trying to streamline the play considering I am upto 180 active mod mods

There seems to be still a great debate over what should go were for clean error free gameplay.

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