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Script Compiling and removing scripts.


Baelkin

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I'm having a small problem with my newly released mod, one that many new to scripting probably makes - At some point I have hit the "recompile all scripts" button, and now every vanilla script has been packaged with my mod, much to the dissatisfaction of other modders and users of the mod.

 

So my question is, is there a way to remove scripts from my mod without affecting the vanilla scripts and how do I tell if a script has actually been removed from my mod's .esp? Is it easier to just re-make the mod from scratch instead of trying to remove the scripts?

 

It's a stupid newbie scripting mistake, so someone is bound to have encountered this before and know what to do. :wallbash:

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That's quite a predicament. I think FOMM would be the fastest way to fix it. In the plugin editor, you can either delete all of the scripts you don't want or copy and paste your mod pieces into a new plugin.

 

Thanks, I'll try that. I've been looking for a way to compile scripts individually but with no luck, so I guess compiling everything and then removing them would be the best way to go at present time.

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They compile when you save them in GECK, unless you receive an error message.

 

Okay... That's kinda' counterintuitive, but thanks for the heads-up. :thumbsup:

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