Is there a way to figure out what all scripts I used in a mo

Post » Wed Jan 23, 2013 2:27 am

I have a problem where I sometimes re-use scripts from old mods in new ones. So, everything works fine on my computer, but by the end of the mod I've forgotten what scripts I've used, and when I release nothing works right. Any way to export all scripts or something? I know this can be done for individual quests, but a whole mod?
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Sarah Knight
 
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Post » Wed Jan 23, 2013 4:12 am

Nope. The CK doesn't track scripts like previous kits did since they're now external. You can recompile/check quest scripts, but that's it. If you go into your properties, in the script tab you can set a 4 character prefix that the CK will apply to all automatically created scripts, then you can manually apply this prefix to handmade scripts. The result being that all scripts are prefixed and you can tell what they are.

For example, if you entered the prefix 'KNEE' into the scripts tab of the preferences, it would make a script fragment for a dialogue info 'KNEE_TIF0104XYZ' instead of just 'TIF0104XYZ'. Same with package, scene, and quest scripts that the CK autogenerates. Then, when you make your own script (Like on a trigger, book, etc) just make sure to put the 'KNEE_'.

This is a wonderful proactive measure that prevents the kind of issue you're having, so while it wont fix your problem now, it will prevent it from ever happening in the future. (Unless another mod uses the same 4 characters, so make it unique, but even then it's unlikely) I figured this out about 4 months ago, and I spent about 15 hours tracking down all of Falskaar's scripts. Renaming, and then recompiling them. Now every single script that's part of Falskaar starts with 'FSKR_'. I know exactly how many there are, and where they are. This also makes it easier to pack up the source files if I wanted too.

Hopefully this is helpful. You have to manually track down all scripts in your mod, but start using this method to prevent this issue in the future.
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Albert Wesker
 
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Post » Wed Jan 23, 2013 3:32 am

Here is a simple way
  • Create a BSA Archive for your mod under the Creation Kit
  • BSAOpt extract to a new folder...
  • You can now can zip/rar your mod for Loose-File download
While the Creation Kit does not archive sounds,lips,seq (Unless done manually) but this is a great way to collect all your scripts at once
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Tina Tupou
 
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Post » Tue Jan 22, 2013 11:27 pm

The CK archiver is reportedly terrible and constantly leaves things out, so I would assume it would end up leaving out scripts as well. His best bet is to put in the time to figure out all the scripts and rename them with appropriate prefixes. Then to use the prefixes from then on out.
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GEo LIme
 
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