sornan Posted August 22, 2020 Share Posted August 22, 2020 Hi guys :) I've been wondering this for some time, as it seems the game wants to just dump all of the scripts from various mods into one folder (Scripts), and as I progress in my mod work along with creating various test quests, the scripts are pilling up all in one unorganized location. Worst off, is it seems the script fragments have numerical type names, making it hard to know where they are from. Is there a way to separate things, and be able to distinguish what scripts are part of which mods? I'm also a bit concerned, a year down the road at release time, when my mod has 30 scripts, along with another 10 scripts mixed in from other mods and quests, how I'm going to know what is what when it comes time to release (especially with the generically named fragment scripts). On a side note, most games I've done mods for in the past put the scripts directly in the the unique mission/quest folder, keeping everything separated, I've never seen all the scripts from various mods be put into one massive folder before. TIA :) Link to comment Share on other sites More sharing options...
IsharaMeradin Posted August 23, 2020 Share Posted August 23, 2020 First, I use Mod Organizer 2 to get all my mod files out of the data folder.Second, I use Sublime Text to compile scripts outside of the Creation Kit. It allows me to specify multiple directories for source files rather than a single directory like the CK does. When I need to create a new script, I save the PSC file to a folder dedicated to my mod inside Mod Organizer's mod folders and after compiling the script drag and drop it from MO's overwrite folder into my mod's folder. To differentiate any of your fragment scripts from other mods, utilize the 4 character prefix feature provided by the Creation Kit. Navigate to Preferences, by choosing File>Preferences, or clicking the button to the right of the Save icon, on the main toolbar. It looks like a sheet of paper. A window should pop up. Go to the Scripts tab (you may need to scroll to the right, click the arrow buttons at the top of the prompt to do this), and enter a prefix in the box provided (it's labeled Fragment file prefix).Source: http://skyrimmw.weebly.com/skyrim-modding/naming-conventions-skyrim-modding-article Link to comment Share on other sites More sharing options...
greyday01 Posted August 23, 2020 Share Posted August 23, 2020 What Isharameradin said. Also be sure to add the same 4 letter prefix to your script ID. Also anything else you create. Mod organizer 2 is great for separating out your stuff from anyone's else. When things like scripts or dialogue voices are created it saves them into the overwrite folder along with the appropriate folder tree. When you are satisfied that you've got the final version it is easy do just move everything into your mod's folder leaving the Data folder untouched. Much cleaner. It almost packages your mod for you. I haven't played with Vortex. Don't know at all how that works with the creation kit. Link to comment Share on other sites More sharing options...
sornan Posted August 23, 2020 Author Share Posted August 23, 2020 Thanks Isharameradin and Greyday01 :) That clears up a ton, I will look at the Mod Organizer 2, sounds like a very helpful tool. I had no idea about the 4 letter prefix, that will help hugely too. Thank you for your time in sharing your knowledge here. Link to comment Share on other sites More sharing options...
sornan Posted August 23, 2020 Author Share Posted August 23, 2020 (edited) I have to say, there are definitely some oddities with this game that take some time getting used to (and getting around). The script location saving. The Alias usage when just outright using reference names would do the job without having to add aliases in the first place (as quest related scripts allow access to reference names, yet other parts of the quest system do not and require aliases). I like the quality of the content in the game and the broad amount of story driven content in the game that can be accomplished, but I have to say after roughly 4 months of working with the CK, Oblivion was more streamlined for ease of creating quest content, apart from other games editors as well. Of course, no point in going on complaining, it clearly takes some patience and time to get used to things with the CK and whatnot, but I do hope in the next TES editor, they aim a bit more at making things easier to get used to and work with. Edited August 23, 2020 by sornan Link to comment Share on other sites More sharing options...
greyday01 Posted August 23, 2020 Share Posted August 23, 2020 Of the two things I wish for the next game is that I wish scripts could be put in folders like meshes and I wish voiced dialog would be limited to NPC/NPC interactions, passing comments and so on. Plus a lot more NPCs talking to each other even if it's just about mudcrabs like in Oblivion. When you are in dialogue I really wish it would be all in text. If you need a NPC to tell your player something it really complicates things to have it voiced. Do you create a new voice plus all the combat grunts ect for it? Do you have a recorded voice just for a few lines and the rest of the dialogue sounding completely different. Do you hire or find someone with an appropriate voice (not easy). Do you splice together some dialogue using the voice file reference tool ( a great tool but limits what the NPC can tell you)? It sure would make it easier to add something to an existing NPC also. Link to comment Share on other sites More sharing options...
sornan Posted August 24, 2020 Author Share Posted August 24, 2020 (edited) I agree with the file locations for scripts, and also agree that the conversations that take place often in Oblivion between Npc's is entertaining and adds to the overall 'life' happening around you. Player goes into the Bruma Inn.. Walks up to the innkeepers desk.. Hafid Hollowleg talks to an Npc next to him: Hafid: what's new with you? Npc: I heard the Daedra took over Kvatch and burned the whole city to the ground.. Hafid: (surprised emotion) It can't be! Then the player interacts with Hafid for renting a room or whatnot.. But yea, they did a great job of both random conversations about what was going on at the time and added some good humor in along the way. Sometimes the humor was actually how backwards the conversation responses were.. but hey it worked! It was funny. The somewhat dark, less colorful approach to Skyrim content really could have been toned down. And you can do that while keeping integrity. Edited August 24, 2020 by sornan Link to comment Share on other sites More sharing options...
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