Erisine Posted June 12, 2012 Share Posted June 12, 2012 I want to work on what should have been an extremely simple mod. Using the guides at the wiki, I made a change to one of the game's scripts and compiled it. I then was able to use the new compiled script to run the mod in my game and I could distribute it. However, I've found that uninstalling the mod isn't nearly that simple. Even if you remove the compiled script, objects it effects in the game-world are not updated. (And there are a LOT of objects - it alters all ore nodes.) Is there a way to force an update, or better yet, insulate the mod? Or is there a way to alter scripts without doing so much damage that I just haven't discovered yet? Link to comment Share on other sites More sharing options...
MadWizard25 Posted June 12, 2012 Share Posted June 12, 2012 (edited) Not that i know of, they even mention this issue in the CK wiki. Essentially (mod) scripts are sticky, and will remain in the savegame once the mod has been uninstalled. To quote the CK wiki, Removing From an ObjectIf you remove a script from an object in the masterfile after a save was made, that script will still exist on the object when the save is loaded. If the script is deleted entirely, oddities may result. Its an extremely annoying issue Source (1st one is another mod author discussing the same issue)http://forums.bethsoft.com/topic/1348833-old-versions-of-mods-conflicting-with-newer-ones/http://www.creationkit.com/Save_File_Notes_%28Papyrus%29 Edited June 12, 2012 by MadWizard25 Link to comment Share on other sites More sharing options...
gasti89 Posted June 12, 2012 Share Posted June 12, 2012 My only suggestion is NEVER edit Vanilla scripts. If you want to modify it, copy the source, create a new script, paste. Then delete the Vanilla script (let's say) from every ore and attach the new script. Link to comment Share on other sites More sharing options...
Erisine Posted June 12, 2012 Author Share Posted June 12, 2012 I'm wondering then if it would be possible to "undo" damage by creating a "Uninstallation Mod" that swaps the offending new script out with the Vanilla Original (thus hopefully overwriting any changes) and then a savegame can be made? I really rue many of the changes made by Bethesda to the way modding now works. Link to comment Share on other sites More sharing options...
gasti89 Posted June 13, 2012 Share Posted June 13, 2012 You can totally delete the source script (psc) you changed and then "verify cache" on Steam. The CK cache, not the Skyrim one. This will recreate the source script. Link to comment Share on other sites More sharing options...
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