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Could someone be sexy and teach my brain to pack/manage my mods scripts


zerther

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*mod's

 

Okay, bros.... I'll try and explain this best as I can.

 

I just learned that you have to pack ALL scripts generated from your mods when you're ready to release your mod. Only thing that surprised me about this was the TIF_(random number).psc scripts (Topic info fragment scripts, you know the ones from quest dialogue). I heard you needed to include these. Do you really have to?

 

Some questions about this!

 

--I heard that the scripts are stored somewhere in the data/scripts folder. But I'm wondering. what if you have been working on multiple mods at the same time, is there a way to see what TIF files go to what mod?

 

--If I suddenly get the idea to create a different mod, will my new TIF scripts get thrown in the mix and get lost among the list of TIF.psc files?

 

--How do you guys go about doing stuff like this? Any advice? Tips?

 

Thx bros.

 

Edited by zerther
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Answer 1: All the scripts from every mod you ever downloaded (providing it had scripts) goes into the script folder. The only way to see which is your is by checking in the CK

 

Answer 2: Yes, all scripts go there so it will then be jumbled up

 

Answer 3: Work on one project at a time. A simple trick, which is great for beginners, is to have a fresh install so that only your created stuff is there. Once you are done with your mod you can go to your script folder and just rename from "Scripts" to something like "scripts_MyMod01" This only really works if just your scripts were in the script folder and it now means that they won't load in game but It keeps it clean. This trick also works for anything not just scripts, you could do it with things like meshes too.

Or once your mod is done just generate a BSA via the CK which will automaticly pack only your stuff for the mod into a neat little bundle!

 

Hope this helps :)

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I use mod organizer so all of the scripts from other mods are stored in MO's folders and not in Skyrim's Data/scripts folder. Then, I create (and periodically update) a simple .bat file to compile all of the script files for my mod, which also places all of the compiled scripts and source files in the MO installation folder where I have my mod installed for testing.

pushd C:\Program Files (x86)\Steam\SteamApps\Common\Skyrim\Papyrus Compiler

PapyrusCompiler "IHOConfigMenuScript.psc" -i="C:\Program Files (x86)\Steam\SteamApps\Common\Skyrim\Data\scripts\source" -o="C:\ModOrganizer\mods\Immersive Horses\scripts" -f="TESV_Papyrus_Flags.flg"

PapyrusCompiler "HorseAbilitiesEffectScript.psc" -i="C:\Program Files (x86)\Steam\SteamApps\Common\Skyrim\Data\scripts\source" -o="C:\ModOrganizer\mods\Immersive Horses\scripts" -f="TESV_Papyrus_Flags.flg"

PapyrusCompiler "IHOUtil.psc" -i="C:\Program Files (x86)\Steam\SteamApps\Common\Skyrim\Data\scripts\source" -o="C:\ModOrganizer\mods\Immersive Horses\scripts" -f="TESV_Papyrus_Flags.flg"

robocopy "C:\Program Files (x86)\Steam\SteamApps\Common\Skyrim\Data\scripts\source" "C:\ModOrganizer\mods\Immersive Horses\scripts\source" IHOConfigMenuScript.psc HorseAbilitiesEffectScript.psc IHOUtil.psc

pause
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