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Making script-based mods uninstallable


Erisine

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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?

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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 Object

If 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 by MadWizard25
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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.

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