glarno Posted February 9, 2012 Share Posted February 9, 2012 This is actually my first post, even though I've downloaded a number of mods. Some friends and I are looking are looking to dip our toes into creating a content mod Skyrim. We are currently in the process of becoming familiar with the CK. That being said, we may have 3-7 people working simultaneously on the same content and we're not sure how to approach version control. We'd rather not manually compile and combine everything, unless we have to. We have worked with a number of other development kids (Unreal, Unity, etc) and have used Tortoise SVN for version control in the past, which has worked great. The structure for the Creation Kit seems to be a bit different than what we are used to. Scripts and assets aren't separated they are combined into .esm and .esp files. So...exactly how should we approach version control for multiple people? Will SVN work and not mangle all the code and assets? Link to comment Share on other sites More sharing options...
glarno Posted February 10, 2012 Author Share Posted February 10, 2012 Bump. I could still really use some info on those that have experience using 3rd party Version Control software with a Bethesda toolset. Link to comment Share on other sites More sharing options...
VHALKYRIE Posted February 10, 2012 Share Posted February 10, 2012 (edited) Bump. I could still really use some info on those that have experience using 3rd party Version Control software with a Bethesda toolset. Try github. I use it for another collaborative project that I work on with others remotely. I mostly been working with the scripts in the scripts/source folder with the CK, but it should handle the other assets fine. Edited February 10, 2012 by VHALKYRIE Link to comment Share on other sites More sharing options...
ElCommodore1 Posted March 11, 2013 Share Posted March 11, 2013 Here is the Link to the wiki... http://www.creationkit.com/Version_control Link to comment Share on other sites More sharing options...
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