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Mod authors should declare scripts on their description page


asdgora

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Papyrus script errors are a major source of CTDs for Skyrim. To troubleshoot we must go through tens of thousands of lines in the error logs looking for the scripts causing the crashes. The problem is that the names of many of these scripts don't indicate from which mod they were installed, We would have to look into each mod archive to see if it contains that script or not. The bigger problem is if you've deleted your mod archive and have to re-download each mod again to see if it installed the suspected script.

It would be much easier to troubleshoot if the mod authors would declare all the scripts installed by their respective mods, so they they can be found using the nexus search function.

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Papyrus script errors are a major source of CTDs for Skyrim. To troubleshoot we must go through tens of thousands of lines in the error logs looking for the scripts causing the crashes. The problem is that the names of many of these scripts don't indicate from which mod they were installed, We would have to look into each mod archive to see if it contains that script or not. The bigger problem is if you've deleted your mod archive and have to re-download each mod again to see if it installed the suspected script.

It would be much easier to troubleshoot if the mod authors would declare all the scripts installed by their respective mods, so they they can be found using the nexus search function.

 

While what you're asking for would be helpful for the situation you described, I can't see it happening.

 

Naming scripts to match the mod is good practice (which I managed not to follow on my own mod, despite being pretty anal about these things). If someone doesn't go to the trouble of giving a script a name which matches the mod they're not likely to bother typing the script names into a mod description either.

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If you follow some basics for careful mod installation(like adding one at a time, playing for a while to check game performance), then if you do have a problem you should know what mod is causing the problem. Frankly I think the best thing to do if there is a problem is to contact the mod author. They are best qualified to fix any problems in their own mod, and in addition, you may prevent others from having the same issue.
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Yes, if you follow safe practices, you should have no trouble in debugging your game. The problem is that, honestly, many gamers have no clue about what they're doing. If you go to the Skyrim mod troubleshooting forums, you could see the mess some players have that they call their game, it's even harder to help these people since you have no idea what mods they used or which ones they un-installed.
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Best practice would be to put the scripts in a .bsa archive. Easy to find, easy to remove.

But last time I heard of it you needed to use the external packaging tool for this, as the CK packer failed to do that on its own. Easy to miss for newcomers.

Edited by DrakeTheDragon
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