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[LE] Little advice please ...


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I have a mod about done just going over things to make sure it's really ready. I unpacked my .bsa to see what is actually being used and it all looked good.

Save one thing that looked out of place ... in my scripts I see defaultdwebuttonscript.psc ... that's not one of mine but I did use it (untouched).

 

My question is is this normal or did I somehow change the script to be added to the mod.

Also TE5TEdit shows I'm completely clean ... 0 conflicts. As in it's perfectly clean and shows nothing lit at all.

Edited by NexusComa
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You can just delete it when you pack your bsa. if some object of your mod is using this script, the CK puts it in the archive, doesn't matter if you changed it or not.

 

I am writting on a mod for enderal where most Objects uses scripts. Just need to place a bed and the bedscript will be added to the archive, even if i never touched it.

 

It is a bit annoying to delete the scripts if you are packing a bsa, but you can never know which other mod will change the script.

Edited by ANaj
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I find it odd other scripts can be used the same way and even default scripts and they do not show up in the .bsa.
The only difference with this script is it in turn calls a sound (the button click) so possibly that could be why.
I've removed and added the buttons back in every combination. From the base with sound stated from the base,

without and on the obj. Seems to make no difference. The script is on a copy, renamed new obj of the imp button

by a different name. Maybe that is why the script is carried over ... The script is untouched and TE5TEdit shows the mod
as more than perfectly clean as this mod cell is warped to via script. There isn't even a connection to the game map.

The mod is complete stand alone with entrance via scripted obj in your backpack.

I guess even if the script overwrites anything, it is still word for word space for space the same script.

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