Jump to content

Loose script files from CK, loaded in-game?


Recommended Posts

When CK initially installed and ran, it decompressed that large Base.zip script archive, and created all those 'loose files' in /Data/Scripts/Sources and /Data/Scripts/Fragments.

 

My question is, is the game loading those loose files in over any other mods ba2 archives? (because I have allowed loose file loading in the ini due to some mods placing such loose textures/pex/meshes etc).

 

OR, are scripts in "Sources" and "Fragments" automatically ignored by the actual game load process?

 

Stupid question I know... but I wasted too much time googling an answer already and want peace of mind =p

Edited by Frigidman
Link to comment
Share on other sites

The game engine will load loose compiled .PEX files from ..\Data\Scripts and ..\Data\Scripts\Fragments before those neatly packed and distributed in fast streaming BA2 archives. Same with other resources like \Meshes, \Textures & etc

 

Needed to develop mods, a cancer to publish and distribute.

Link to comment
Share on other sites

The game engine will load loose compiled .PEX files from ..\Data\Scripts and ..\Data\Scripts\Fragments before those neatly packed and distributed in fast streaming BA2 archives. Same with other resources like \Meshes, \Textures & etc

 

Needed to develop mods, a cancer to publish and distribute.

Ok.

 

I'm trying to figure out what folders I need to PURGE before running the game (after having been in CK doing stuff). So from looking, it seems anything in Source will be omitted and wont mess with mods.

 

And yeah, I don't like all these loose files in folders, but some mods I have (that I like) and tossed their crap all around in them :( I'm tempted to try and wrap those up, but, really, it may screw everything up if I tried lol.

 

Thanks for the info/feedback.

Link to comment
Share on other sites

  • Recently Browsing   0 members

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