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Reload mod while ingame


EZDC

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Yes, you can! Beth recently added this feature in patch 1.6.89:

 

First, load up your plugin and start a game in Skyrim.

Open the console and type the command "FCF" (sans quotes).

This now allows the CK to save to the plugin file (normally Skyrim keeps the file open and locked, preventing you from even saving changes from the CK).

When you're ready to reload your plugin, type the command "hlp <plugin>" (sans quotes), where <plugin> is the file name of your plugin (e.g. if your file is nifty.esp, you'd type "hlp nifty").

If you made changes to scripts, however, you'll have to use the separate command "reloadscript" (hlp doesn't reload scripts, only the .esp).

 

Note that FCF stands for "Force Close File" (and tells Skyrim to close the plugin files when it's done reading), and HLP stands for "Hot Load Plugin". Not all changes can be reloaded via this command, but for those that can it's a real time-saver. Do note that HLP will reset all of your plugin's quests, and also note that certain actions in Skyrim (e.g. loading into certain cells) can cause the game to re-open the plugin files; if HLP stops working, you may need to FCF again and then HLP.

 

More information on Beth's forum.

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Yes, you can! Beth recently added this feature in patch 1.6.89:

 

First, load up your plugin and start a game in Skyrim.

Open the console and type the command "FCF" (sans quotes).

This now allows the CK to save to the plugin file (normally Skyrim keeps the file open and locked, preventing you from even saving changes from the CK).

When you're ready to reload your plugin, type the command "hlp <plugin>" (sans quotes), where <plugin> is the file name of your plugin (e.g. if your file is nifty.esp, you'd type "hlp nifty").

If you made changes to scripts, however, you'll have to use the separate command "reloadscript" (hlp doesn't reload scripts, only the .esp).

 

Note that FCF stands for "Force Close File" (and tells Skyrim to close the plugin files when it's done reading), and HLP stands for "Hot Load Plugin". Not all changes can be reloaded via this command, but for those that can it's a real time-saver. Do note that HLP will reset all of your plugin's quests, and also note that certain actions in Skyrim (e.g. loading into certain cells) can cause the game to re-open the plugin files; if HLP stops working, you may need to FCF again and then HLP.

 

More information on Beth's forum.

 

Thanks for the tip Kromey, I wasn't aware of that! Kudos!

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  • 4 years later...

Yes, you can! Beth recently added this feature in patch 1.6.89:

 

First, load up your plugin and start a game in Skyrim.

Open the console and type the command "FCF" (sans quotes).

This now allows the CK to save to the plugin file (normally Skyrim keeps the file open and locked, preventing you from even saving changes from the CK).

When you're ready to reload your plugin, type the command "hlp <plugin>" (sans quotes), where <plugin> is the file name of your plugin (e.g. if your file is nifty.esp, you'd type "hlp nifty").

If you made changes to scripts, however, you'll have to use the separate command "reloadscript" (hlp doesn't reload scripts, only the .esp).

 

Note that FCF stands for "Force Close File" (and tells Skyrim to close the plugin files when it's done reading), and HLP stands for "Hot Load Plugin". Not all changes can be reloaded via this command, but for those that can it's a real time-saver. Do note that HLP will reset all of your plugin's quests, and also note that certain actions in Skyrim (e.g. loading into certain cells) can cause the game to re-open the plugin files; if HLP stops working, you may need to FCF again and then HLP.

 

More information on Beth's forum.

Must be put in Golden Frame (made sticky) so any newbie modder like myself can FIND IT!

Found this after 2 weeks of restarting Skyrim to test mod changes ... GRRRRRR!!!!!

 

Many thanks!

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It will be even easiier if you put the two lines into two different batch files. so you can type bat close and bat reload to do the reloading.

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