Vanilla Scripts - Is it ok to alter them?

Post » Mon Jun 18, 2012 3:58 pm

Is it ok to alter the scripts that came with the CK or is that likely to cause conflict with other mods also altering the same script. Is there another way? such as appending existing scripts with another. Since this is working on object orientated scripting, it should be possible. Is this what the extend keyword does in effect or is that limited to just modifying what is in the base script?
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WTW
 
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Post » Mon Jun 18, 2012 6:59 pm

It is best not to modify scripts, but rather to create new ones. http://www.gamesas.com/topic/1344036-warning-about-the-new-way-scripts-work/
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Rachyroo
 
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Post » Mon Jun 18, 2012 3:35 pm

It is best not to modify scripts, but rather to create new ones. http://www.gamesas.com/topic/1344036-warning-about-the-new-way-scripts-work/
Scary reading...I hope everyone is aware of this.

Will the mods we download that have altered the vanilla scripts affect anything?

Will they have to release the compiled pex files to make such mods work?
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R.I.p MOmmy
 
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Post » Mon Jun 18, 2012 5:27 pm

Scary reading...I hope everyone is aware of this.

Will the mods we download that have altered the vanilla scripts affect anything?

Will they have to release the compiled pex files to make such mods work?

The compiled pex files are enough to make scripts work and they dont reveal the script source itself.

Its best to NEVER alter the default scripts and just recreate your own based on a vanilla script with your changes added.

:touched:
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Elea Rossi
 
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Post » Mon Jun 18, 2012 7:44 pm

The compiled pex files are enough to make scripts work and they dont reveal the script source itself.

Its best to NEVER alter the default scripts and just recreate your own based on a vanilla script with your changes added.

:touched:
I think we need a 3rd party tool to warn people that a vanilla pex has been altered. Some sort of filename comparison against a known list.

Yeah, we could just alter a vanilla script and save to a different filename in notepad++ and attach where necessary. Its a shame as it goes against the reusable code mantra asociated with Object oreintated laguages. Also more code going into memory that is essentially alike.

Is there another way, such as appending to a script? Or does the extend keyword achieve this?
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Kaylee Campbell
 
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Post » Mon Jun 18, 2012 8:24 pm

There's nothing wrong about editing vanilla scripts. It's like if you edit a vanilla mesh or a vanilla texture. Of course could cause conflicts (the same way as other resources) and it's better if you simply don't need to do so, but it's not so big deal. Vanilla scripts are stored in a BSA after all.

If you add something to the world you are changing a vanilla cell. All mods by definition change vanilla variables, quests, objects, settings...

Besides, if you wan't to fix bugs, you need to edit vanilla scripts.
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Joanne
 
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Post » Tue Jun 19, 2012 3:48 am

Except that edited vanilla scripts (read: edited scripts with the same name as the vanilla script) will not load from a .BSA file; this is particularly a problem when uploading a mod to the Workshop, as all mod files are packaged in .BSAs.
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Richard
 
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Post » Mon Jun 18, 2012 3:15 pm

It's like that Monty python Sketch: "It would be more appropriate if the Script tutorial bore a big red label: Warning: Lark Vomit! - Er, I mean, "Don't Edit the existing scripts!"
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Svenja Hedrich
 
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