Anyone using version control? help needed.

Post » Tue Jun 19, 2012 11:13 pm

Hey, this actually works! For all german speaking folks, there's quite a helpful tutorial available:

http://www.sureai.de/development/tutorials/skyrim-creation-kit-version-control/

I've written the WhoCanMerge bit also in the SkyrimEditorPrefs.ini, like recommended above in comment number 12 - in the tutorial this not clearly mentioned. Don't know if it works, when it's only written into SkyrimEditor.ini, so be aware of that.

The absence of that feature is the source of most of the bugs, like I mentioned above, so it's very advisible to activate it and make use of it.
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natalie mccormick
 
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Post » Wed Jun 20, 2012 5:58 am

Don't know if it works, when it's only written into SkyrimEditor.ini, so be aware of that.

It doesn't, I was the one figured out that part. Either SureAI didn't test their tutorial (might've been completely based on Oblivion) or they forgot to write that down.
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Caroline flitcroft
 
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Post » Tue Jun 19, 2012 6:39 pm

It doesn't, I was the one figured out that part.

Fine job! So take this into account, everyone.
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Nichola Haynes
 
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Post » Wed Jun 20, 2012 9:23 am

Hm... I don't know if this is a minor or a major problem, I've encountered with version control, but here it is:

With version control enabled there seems to be no possibility to change something from the Skyrim.esm in a new plugin - for example delete the static helgen gate at 6,-29, to replace it with the door helgen gate. Only addition seems to be possible.
Does anyone know a solution for that?
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Yama Pi
 
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Post » Tue Jun 19, 2012 8:21 pm

You cant delete Forms from the Skyrim Master and save this change in another ESM /ESP ;) (ok, you can, but it wont work.....).
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Cat
 
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Post » Wed Jun 20, 2012 4:25 am

You cant delete Forms from the Skyrim Master and save this change in another ESM /ESP :wink: (ok, you can, but it wont work.....).

Hahaha! So actually it's almost impossible to mod this game, because without version control there are countless bugs coming your way and with it there is simply too much restriction to get decent results? Hey Bethesda, are you serious? Is this Sheogorath taking control over your fine little game studio? At least he gradually seems to take control over me after wasting that much effort with this Wabbajack of an editor... AAAARRRGH! :gun:
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Jack Bryan
 
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Post » Wed Jun 20, 2012 3:05 am

That's a point. I dont know if its something that will affect total conversions as we wont change anything in the SKyrim game (idea is to not touch anything in there at all) so people can play their original game with as many mods as they fancy, with the custom world sort of a totally new game experience in parallel, but you;re right this could be an issue for merging stuff.
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Tai Scott
 
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Post » Wed Jun 20, 2012 9:10 am

That's a point. I dont know if its something that will affect total conversions as we wont change anything in the SKyrim game (idea is to not touch anything in there at all) so people can play their original game with as many mods as they fancy, with the custom world sort of a totally new game experience in parallel, but you;re right this could be an issue for merging stuff.

Maegfaer wrote something that he's using a totally stripped Skyrim.esm of 6 mb. If you are making a TC, then this should not be so much of a problem (although you always have to expect more nasty little surprises with this [I'll censor this myself]).
But what about people who want to incorporate their mod directly into Skyrim. It's impossible to do such a thing, if you cannot delete and exchange anything. So if this is an inevitable restriction which comes with VC, then these people can only hope on some little patches from Bethesda, or much better the SkyEdit project. This editor anyway seems to be utmost useless, simple as that.
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Ymani Hood
 
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Post » Wed Jun 20, 2012 12:13 am

Hahaha! So actually it's almost impossible to mod this game, because without version control there are countless bugs coming your way and with it there is simply too much restriction to get decent results?

No this guarantees a stable Game for the Users of your Mod....

Set the placed Objects to "Initial disabled" and move them 22000 Inits deeper on the Z Axis. This works fine for TES 4 / F3 / FNV. You can delete all Objects that you have placed in your ESP or from your own ESM File. But if you delete a placed Object or Base Object from the Object Window of the Skyrim Master than your PI would become unclean. This will result in CTDs when you load it together with other PIs that alters the same Cell / Object.....
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Nichola Haynes
 
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Post » Wed Jun 20, 2012 7:10 am

Set the placed Objects to "Initial disabled" and move them 22000 Inits deeper on the Z Axis.

Doesn't work. You can not change the slightest bit on the Skyrim master with VC enabled. You can't even check "initially disabled".
So much for dirty mods - every mod makes the game a bit unclean. Where's the definition line for that?
No, let's face it: Bethesda dumbed TES modding down to PS3-compatible level and fit themselves in to the efforts of banning anarchy from the internet. They go the way of all mortals it seems...
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Arrogant SId
 
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Post » Tue Jun 19, 2012 5:45 pm

Doesn't work. You can not change the slightest bit on the Skyrim master with VC enabled. You can't even check "initially disabled".
So much for dirty mods - every mod makes the game a bit unclean. Where's the definition line for that?
No, let's face it: Bethesda dumbed TES modding down to PS3-compatible level and fit themselves in to the efforts of banning anarchy from the internet. They go the way of all mortals it seems...

I think setting one or both of these to true will fix that problem.

bKeepPluginWhenMerging=0
bLoadTheUserPlugin=0

ALSO: Do you have a dlc prefix enabled? e.g. [Papyrus].sDLCPrefix
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Gemma Woods Illustration
 
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Post » Tue Jun 19, 2012 11:51 pm

Doesn't work. You can not change the slightest bit on the Skyrim master with VC enabled.

Have you tried renaming Skyrim.esm to a different name and change the plugin's master list names to match? We need to know if the Skyrim.esm VC lock is name based inside the CK itself, or if the lock is enforced by a setting in Skyrim.esm itself.

Also, you can make changes with VC disabled and move them over manually with for example TesVSnip.
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Alex [AK]
 
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Post » Wed Jun 20, 2012 2:31 am

Wrong thread..><
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Colton Idonthavealastna
 
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