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How to test my mods?


redeyesandlonghair

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I tend to save and minimize the GECK while testing in Fallout if I'm going to do a lot of testing, that at least avoids the few minutes it takes to close. I don't think there's a script simulator, though the compiler catches some errors. It might be usefull to set up a laboratory mod, some big open room where you can put a load of different experimental scripts, maybe different variations or parts of scripts, then go into Fallout and test them all in parallel.
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I tend to save and minimize the GECK while testing in Fallout if I'm going to do a lot of testing, that at least avoids the few minutes it takes to close. I don't think there's a script simulator, though the compiler catches some errors. It might be usefull to set up a laboratory mod, some big open room where you can put a load of different experimental scripts, maybe different variations or parts of scripts, then go into Fallout and test them all in parallel.

 

ah, so the game won't crash if I have the GECK open? that is useful information, thank you muchly ;D

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