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How are scripts saved to plugins?


scrivener07

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Im really confused. I have a mod I made that uses scripts. The scripts are saved in my scripts folder in compiled form as .pex (papyrus executable?) and Scripts\Source as .psc (papyrus source?). My question is why doesnt my mod work without these files. All other beth games saved scripts into the plugin. Do these script files have to be distributed with the plugins I create? Im guessing only the complied versions .pex. Can anyone shed some light on this for me.
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You need to set the script's properties most likely. Right click on the script, hit properties, and hit auto-fill.

 

 

Eep, derp.

 

Sorry, your mod doesn't work because the scripts are external. You have to put the script file up alongside the mod, otherwise it won't work.

Edited by TheElderInfinity
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They are attached to the objects (not meaning items), events, quests...

 

But the idea of plugin is being misunderstood in this specific case, BSAs are not plugins and they are like the files saved in to /data (although files there are called "loose files" now). What I mean they are inside the BSAs too, and the mod can't really work without them.

 

PS: TheElderInfinity answer was clear than mine. use it.

Edited by nosisab
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huh? Now Im really confused whats this about the .BSAs? I think Elder confirmed what I was asking.

Sorry, your mod doesn't work because the scripts are external. You have to put the script file up alongside the mod, otherwise it won't work.

 

Okay so I have to include the scripts I write with my .esp plugin file just like if I had added all new meshes and textures like this..

Data\MyNewMod.esp

Data\Textures\thing.dds

Data\Meshes\thing.nif

Data\Scripts\MyNewScript.pex

Data\Scripts\MyOtherScript.pex

 

edit: wouldnt this cause problems if someone wrote a script with the same name?

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Papyrus scripts are all "external", they are not saved in the esp files. You must include your scripts with your mod. As for conflicting script names, yes. However, anyone writing a new or modified script should be giving it a unique nomenclature that would make it highly unlikly that someone else would make the same exact script name (e.g. sunnieLightScript01), or conflict with a script that someone else j7ust gave a rather generic name.
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You should use the Publish to Workshop function in the CK, it'll pack everything into a .bsa file for you.

File -> Create Archive seems to do this too, checks for dependencies.

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You should use the Publish to Workshop function in the CK, it'll pack everything into a .bsa file for you.

File -> Create Archive seems to do this too, checks for dependencies.

 

Thats currently broken, have to use Create and Publish, then just cancel when it asks for publish info.

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