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[LE] Is it safe to change the script's name from the compiler ?


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As the title says.


I've never done it because i always pre design everything, is a bad habit i have that comes from my line of work, and now i have some scripts that have evolved from the time they were first created and they have a more "Global Function" now, they can be used on multiple circumstances.


Is not such a big deal, but with the amount of scripts that i have i'm getting confused sometimes when i'm searching for a specific script that does some specific things, and i keep losing valuable time searching for them.


Now, if i have to rewrite it so that they have a more "Clear Name", then it doesn't matter, i leave them as they are, i have too many references using those scripts to go into each one of them and reassign their properties.


Thank you in advance.

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If you change the PSC name (and consequently the PEX after compiling) whether it be within the Creation Kit's built in script editor or some other method, the object holding the script will see that as a new script. Any previously set properties will need to be reset and the papyrus log will probably also complain about the script missing for the old properties.

 

This is not that big of a deal when working with limited number of properties and or associated objects. But can be rather tedious when having do deal with a lot of properties and / or associated objects.

 

A script name change can also affect mid-progress games depending upon the type of object that the script is associated with.

 

The best way to rename a script is to remove it from the associated objects, change the name and re-attach it to the associated objects. This clears any papyrus complaints on new games. Existing games will still complain until the associated object is re-loaded or re-started. Some save game cleaner utilities may be able to "clean up" this left over stuff. But I have no experience in that. I preferred to start new games when making such changes.

 

As far as re-assigning the properties, TES5Edit might be a little faster as you may be able to utilize some sort of script to automate some or all of it. However, I do not know if there are any such scripts already in existence. At the very least, you should be able to copy paste the data into the property fields. The property fields will be empty but present if you added the script via the Creation Kit.

 

The smarter thing might be to create a spreadsheet or something that lists your scripts and what they can do. That way you can scan a single document for something specific and see what script(s) may be capable of doing that.

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I was suspecting that this would be the case...


Unfortunately due to the number of objects that use those scripts and the number of properties and different assign properties that they have, the best approach would be as you suggested the "spreadsheet".


I will have to invest some time to catalog those evolved scripts...


Thank you IsharaMeradin for your large reply.

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