Mod Reset, Players lost items

Post » Sat Nov 17, 2012 8:19 pm

Hey guys, got a bit of a problem. I've made this epic player home, and uploaded it. After a few days, I was getting messages about trainers not working, NPCs having dark faces (Even though I CTRL+F4), and my teleport spell not working. After re-reading through the Creation Kit Wiki, I found out that the CK sometimes has a problem locating all the scripts and meshes of custom-made NPCs.

So, I followed its directions:

I made a file on my desktop named Data.

Inside, I followed the default directory: Meshes, scripts, sounds, textures, etc.

I then copied all files needed for my mod to function.

Next, I used Archive.exe, changed the directory path, and saved.

I started up the CK again, went to File/archive and upload to Steam.

All went well, and uploaded successfully. Players reported that the teleport spell worked, merchants and trainers worked and looked great. But now, I'm getting messages about all the mannequins not wearing armor, the storage chests ate their items, and the dragon priest mask busts ate their masks.

Now, it will take some time, but I can personally add each person as a friend, and walk them through spawning replacement items, but my concern now, is is this going to happen now, ever time I want to add something new? How can I upload all files needed, as well as not reset the mod in the process? I know. I know this is such a horrible noob question, but I am so overthingking this, that I made myself gun-shy on making the next move.
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Patrick Gordon
 
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Post » Sat Nov 17, 2012 10:19 pm

It's not a noob question, it's a question that has vexed (and is vexing) quite a few modders.

If you update your mod, there is a good chance - depending how you designed it, in the first place - that it will break saved-games that have used the previous version.

Have a search on here ... there are numerous topics about how to safely update (including uninstall and kill scripts) and why it is an issue.


Note: If you can provide a readme file with instructions on how people can fix any issues with console commands, you might save yourself lots of pain.
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Amy Masters
 
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Post » Sat Nov 17, 2012 8:05 pm

Thanks, h4vent. I searched but found nothing relevant so I thought I'd ask. But I'll keep searching... Nothing else I can do lol, until I can safely update anyways. Good idea about the readme. Never thought of that.
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Toby Green
 
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Post » Sat Nov 17, 2012 4:26 pm

I don't have personal experience, but you might want to look at player home's as ESM's. I thought that's why some modders put the containers in the ESM so they won't get new ID's when you upgrade the mod? (Might want to search on that too.)

I certainly recommend always making your own BSA file using the Archive program like you did. That should help going forward. There probably isn't anything you can do for your current users. But once you figure it out, you can warn them to "remove everything from the house before upgrading".
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Chris Johnston
 
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Post » Sun Nov 18, 2012 4:27 am

http://www.gamesas.com/topic/1386485-uninstalling-scripts-vs-leaving-them-in-but-replacing-with-blanks/page__view__findpost__p__21158148__hl__kill+scripts__fromsearch__1

http://www.gamesas.com/topic/1389184-so-how-do-i-publish-an-update-for-this-thing-and-not-break-everything/page__view__findpost__p__21085206__hl__kill+scripts__fromsearch__1

http://www.gamesas.com/topic/1377797-fragments-are-forever/page__view__findpost__p__20858200__hl__kill+scripts__fromsearch__1

http://www.gamesas.com/topic/1348833-old-versions-of-mods-conflicting-with-newer-ones/page__view__findpost__p__20406903__hl__kill+scripts__fromsearch__1

http://www.gamesas.com/topic/1392205-mod-updates-best-practices/page__p__21131970__hl__update%20my%20mod__fromsearch__1#entry21131970



;)
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Adrian Morales
 
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