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Help with isolating UN-intentional changes to OC content


Bannor9

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A team of folks is working on a mod together.

 

Learning as we go of course.

 

However, we have run into a problem with how the CK tracks and saves things, regardless of intent.

 

For example, opening the warehouse* cells, to copy/paste and changing the lighting to be fully turned on, and the darn CK saves that change INSIDE the mod we are actually working on.

 

For warehouse data it's not that big a deal, but when we have done the same sort of thing to various other areas of the OC, used to show us how things were accomplished, it makes these changes to that content permanent when our mod is loaded.

 

So far, we can find now way to prevent this.

 

Is there a way to prevent that from happening?

 

If not, is there a way to "clean" the final mod to remove all changes to all areas not directly related to the mod itself?

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Look in the CK for asterisk's where you dont want changes. follow the tutorial below to remove them.

 

There is NO way to prevent dirty edits but you can minimalize by not copying and pasting from allot of other cells. If you use the wharehouse cells i suggest duplicating the cells themselves then clean the mod of the edits to the originals. when the mod is complete or you dont need the duplicated wharehouses just delete them.

 

http://forums.nexusmods.com/index.php?/topic/594133-tutorial-cleaning-mods-with-the-ck/

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Thank you for the link to that post. I have bookmarked that for the continuous future reference that will be required as we further develop our mod.

 

What a pain. The CK really, truly, needs a way to block recording changes that did not occur or were not intentional.

 

The Ctrl-z only backs out a few changes, and if you use the "1" to hide things, and Not UN-Hide them before proceeding to do something else, it leaves that section hidden with no way to unhide. "Alt-1" doesn't appear to fix things, most especially if you have actually hit save.

 

Oh well, I am sure the thousands of bugs in the CK are fairly well known, at least there is a way to fix this issue.

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The CK generates so much mod dirt on a continuing basis, that you have to get in the habit of cleaning your mod every time you are getting ready to package for upload, even if it is just a small update. In some cases, an inspection will do, and it will turn out that there is no mod dirt, but usually you can find some if you look.
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Yeah it drives me nuts going through it, and the larger the mod the more you seem to get. But like David said, make it a practice to clean before uploading every time. for one thing if you let it go for a long time sometimes it can take a while to find them all so clean on a regular basis. If you get a persistent one in a cell check each item in the cell to see if it was accidentally changed one tiny mistake or the CK deciding it seemed like a good idea and you could have hundreds of dirty edits.
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