gotenxds Posted April 29, 2017 Share Posted April 29, 2017 Hi, Is there such a way to tell the creation kit to load my scripts from a different folder and not just from the data/scripts ?I have a project I'm working on and that I'm managing using git, so trying to create a git folder inside the data folder is not really possible when each person working on this might have different mods installed. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted April 29, 2017 Share Posted April 29, 2017 No, the CK can only load from one source. If you change it to your github location, then you'd need to include all of the base and/or DLC source scripts as well. However, you can use Sublime Text to use multiple script sources when compiling. Thus you could keep your source scripts in the github location with the base and/or DLC source scripts in their default locations. Yet, the CK won't see anything that isn't within its designated source folder (configurable in the CK ini file). This is where I find Mod Organizer useful. I can keep a mod project as its own folder with all of its files isolated from every other mod as well as the game and still be able to have the CK access everything it needs. Your best bet in this scenario would be to create 7z, zip or rar archives of your mod from the github folder and install that to the game for testing and CK editing. Link to comment Share on other sites More sharing options...
gotenxds Posted April 29, 2017 Author Share Posted April 29, 2017 This is where I find Mod Organizer useful. I can keep a mod project as its own folder with all of its files isolated from every other mod as well as the game and still be able to have the CK access everything it needs. How do you do that exactly ? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted April 30, 2017 Share Posted April 30, 2017 How I isolate a mod that I am working on within Mod Organizer: #1 Create plugin in CK#2 Create new mod from overwrite folder in MO (right click command in MO). Should contain only the ESP created in step 1.#3 As I need new custom assets, copy-paste them into the mod specific folder using Windows Explorer. MO has a right click command that lets you open the mod folder location, thus making it easier to access.#4 As I create new scripts, if made in the CK, drag and drop from overwrite folder into mod specific folder in MO.#5 As I create new scripts, if made outside of CK, save the PSC to source folder in the mod specific folder (have to navigate folder structure within text editor's save window).#6 All compiled scripts get drag and dropped from the overwrite folder to the mod specific folder If all is done correctly, I can have the mod disabled for the main profile and active on a testing profile where only the necessary mods needed to make my project work are active. Not to mention that all files I will need to package when releasing the mod are all in single folder ready to be archived into a 7z file. Link to comment Share on other sites More sharing options...
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