MrXJunky Posted June 29, 2016 Share Posted June 29, 2016 I am experiencing with the strangest thing. I have a saved game which only has a few quest completed and is mostly a new game. And I modified a quest script and packed it into a bsa file with the .psc and .pex. The whole mod works except the vanilla modded script. I added some code into the script and it will not register but when I load another save which has more done with the game and has used assets from the script I edited it works fine. Is there a way to make a my mod bsa load after the Skyrim bsa files. I also have no scripts except the SKSE scripts in my script folder. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted June 29, 2016 Share Posted June 29, 2016 Unless you are using Mod Organizer and have turned on the BSA management feature there is no possible way that the game will override your BSA contents with those of the stock BSAs. However, the game will override your modified files with version stored in the save file. So if your "newer" save has an object using the script in the save file, that version of the script will be used instead of your version. The older file which has used the object(s) and script before could have been saved at a point where the particular object you are testing with the script in question has been flushed and no longer stored in the save file. Anything beyond that would require knowing which script it is, what object(s) it is assigned to and what changes you made to it. Link to comment Share on other sites More sharing options...
MrXJunky Posted June 29, 2016 Author Share Posted June 29, 2016 Unless you are using Mod Organizer and have turned on the BSA management feature there is no possible way that the game will override your BSA contents with those of the stock BSAs. However, the game will override your modified files with version stored in the save file. So if your "newer" save has an object using the script in the save file, that version of the script will be used instead of your version. The older file which has used the object(s) and script before could have been saved at a point where the particular object you are testing with the script in question has been flushed and no longer stored in the save file. Anything beyond that would require knowing which script it is, what object(s) it is assigned to and what changes you made to it.So I would have to start the saved game over and use the mod and its bsa in order to read from it. Is there a utility that can modify a saved game so it will favor a bsa file over another? Link to comment Share on other sites More sharing options...
cdcooley Posted June 29, 2016 Share Posted June 29, 2016 If the code you changed was in the OnInit event then it's too late for that saved game to see your changes because OnInit only runs once and that already happened in that game. If you post the changed script we can probably help you find a way to make it work with an existing game, but it would be to hard to explain it without knowing exactly what you're trying to do. Link to comment Share on other sites More sharing options...
MrXJunky Posted June 29, 2016 Author Share Posted June 29, 2016 If the code you changed was in the OnInit event then it's too late for that saved game to see your changes because OnInit only runs once and that already happened in that game. If you post the changed script we can probably help you find a way to make it work with an existing game, but it would be to hard to explain it without knowing exactly what you're trying to do.The added code is not in the OnInIt() event. I added it into a functions that gets triggered later on during the quest and in both of my saved games the functions has not been triggered yet. Link to comment Share on other sites More sharing options...
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