Stikyhooves Posted April 16, 2021 Share Posted April 16, 2021 I am having some trouble with my script fragments and I feel I may just be missing a simple step in the process. If anyone can point out what I am missing that would be great. I am looking to remove the action that adds quest markers automatically when terminals are used. (Long Time Coming). In the data selection, I have set my mod to active. I have located the scripts in the terminals and commented out the AddtoMap functions. For example: "NahantMapMarker.AddtoMap()" becomes ";NahantMapMarker.AddtoMap()". I have complied the script with no errors, saved the script edits. saved the terminal changes by clicking ok, saved the mod, and pushed it to game. However, in game, the terminal still adds the location to my map. I have gone back to the creation kit and confirmed my changes. I confirmed the changes in the terminal scripts as well as the quest file that references the same terminal fragments. I also checked the scripts in the user data to confirm that they are there as well. I then also confirmed that the respective .pex files are in my data folders (loaded from the mod). I also confirmed my changes in the creation kit by navigating to Gameplay -> Papyrus Script Editor. And then also re-complied the changes through the Gameplay -> Compile Scripts function. On compiling it cycled through the correct files and complied successfully with no warnings or errors. I am a bit stumped and am left wondering if there is an additional step I am missing. Is there an additional step needed to let a mod know that it needs to load scripts? In the interim I have just removed the markers entirely, but this seems both unnecessary and heavy handed. Link to comment Share on other sites More sharing options...
SKKmods Posted April 16, 2021 Share Posted April 16, 2021 Whats probably happening is that CK is creating and loading "loose files" in the data\scripts folder. If you have not made the ini changes for the game to know about "loose files" it will not find them unless you pack them into a neat, fast streaming BA2 "Espfilename - main" archive. Loose files are handy for test and dev iterations, cancerous for publishing distribution especially when base game content is bing hacked. Link to comment Share on other sites More sharing options...
Stikyhooves Posted April 16, 2021 Author Share Posted April 16, 2021 (edited) Interesting. I appreciate that insight. I did not mention it because I thought that maybe I was barking up the wrong tree. In one of my tests, I had packed the files into a BA2 with the same name (copy/paste) of the mod. Then I reopened and resaved the mod. I am not sure if that was the correct step at the time, I was trying to piece together a solution from some posts. The steps I took did not seem to cause the script changes to work in game. Can you point me towards where I can find how to get my BA2 file to be read by the mod/game? I wonder if that is where I took a misstep. Edit: I did some additional reading regarding BA2s. It looks like the one guide I had read stated to save the BA2 as the same name, but it should be saved as the same name followed by a " - Main" suffix. Is that correct? I tested it just now and it seems to have worked. But if you or anyone can confirm my understanding that would be helpful. Edited April 16, 2021 by Stikyhooves Link to comment Share on other sites More sharing options...
SKKmods Posted April 16, 2021 Share Posted April 16, 2021 Assuming you are using Creationkit, from the menu select File / Create Archive. Check all the changed files are listed, some unusual files have to be manually added. Save as your esp/esl FileName - main.BA2" so SKKCombatStalkers.esp is SKKCombatStalkers - Main.BA2 ps If you mod is only assets and no ESP, just create an empty ESP. As long as it is starred to load in plugins.txt any properly named archives will be automagically loaded. Link to comment Share on other sites More sharing options...
Stikyhooves Posted April 16, 2021 Author Share Posted April 16, 2021 This has been extremely helpful. Before you responded I renamed the BA2 to have the ' - Main' suffix and resaved it from the creation kit. This caused it to work in game when the mod was re-loaded. To further test, I then packed them into a 'zip', un-loaded the mod from the game, reloaded the mod through the mod manager (from the zipped files) and it worked. Though your instructions describe a different (and simpler) way to go about this, it seems my mod file now works like I would expect. Thank you for your insights. :) Link to comment Share on other sites More sharing options...
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