Jump to content

How to fix script incompatibility


SkyrimModHunter

Recommended Posts

DISCLAIMER

I don't know how to script anything so my terminology might be wrong...

 

GOAL

My goal is to have someone help me understand how to fix two incompatible mods that have both edited the same source script.

 

PROBLEM

For example, Zazemel's Drow Race & Better Vampires by Brehanin both modify the magicNightEyeScript.psc script. To maintain compatibility, I'm tried opening one of the mods .esp files in the Creation Kit, and then opening the associated magic effect, which calls upon the execution of the magicNightEyeScript. My plan was to just rename it, cross my fingers, and hope that the nexus mod manager would then not overwrite the file when installing both mods.

 

CONCLUSION

I don't have a clue how to rename/duplicate/or in any way shape or form alter scripts. When I couldn't manage to change the scripts name in the Creation Kit, I opened the Skyrim\Data\Source\magicNightEyeScript.psc file and created a copy and renamed it, but when re-opening the creation kit, I could not find the new script. I suspect that the creation kit is only showing a list of the .pex files, rather than the .psc files. This would be when using the Papyrus Script's Add function. Regardless, I'm out of guesses.

 

HELP REQUESTED

Can anyone lists the steps that would be needed to manually fix such script incompatibility issues between mods the have edited the same "source scripts"? I thank you in advance for any helpful information that you may provide.

Edited by SkyrimModHunter
Link to comment
Share on other sites

To rename a script, make a copy of its .psc file and rename it (ie. magicNightEyeScript02.psc). Then, open it with any text editor and change the name after ScriptName, it has to be the same name: magicNightEyeScript02. Save it.

 

After you did this, you can compile it: Start CK and open Papyrus Script Manager in the menu. Search the script, right click and compile. Now you can assign the script via 'Add' button.

 

Hope it helps.

Link to comment
Share on other sites

To rename a script, make a copy of its .psc file and rename it (ie. magicNightEyeScript02.psc). Then, open it with any text editor and change the name after ScriptName, it has to be the same name: magicNightEyeScript02. Save it.

 

After you did this, you can compile it: Start CK and open Papyrus Script Manager in the menu. Search the script, right click and compile. Now you can assign the script via 'Add' button.

 

Hope it helps.

 

Thank you very much! :)

Link to comment
Share on other sites

SUCCESS

I followed your steps to successfully re-name, compile and swap in my newly created "magicnighteyescriptdrow" in place of the modified source script "magicnighteyescript." Unfortunately, I noticed that the magicnighteyescript's "Use Info" in the Papyrus Manager still showed it being used for another magic effect. By right clicking on the script name and clicking "Use Info" I backtracked to where it was being used. :laugh: hehehe... I'm so happy to have figured that out on my own.

 

FOLLOW UP PROBLEM

Anyways, the culprit still using this effect, is the games regular call out for the Night Eye Effect. However, I don't know how to restore the script to it's "original" version.

 

HELP REQUESTED

What's the best way to reverse the changes made to the magicnighteyescript, so that it will no longer show up as a modified file when looking at the "Details" (list of files altered by the mod) before selecting to load the plugin.

 

Thank you again for any help that you may be able to provide!

Edited by SkyrimModHunter
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...