Just ran into a serious issue packaging mods for SW, hope I'

Post » Tue Jun 19, 2012 6:14 am

Ok, so on Kivan's advice I tried repackaging with really short filenames. When that worked, I thought he might have stumbled over something with Windows long filenames.

So I tried repacking my mod with the proper filenames, and found that it worked that way too. Able to start with just the ESP+BSA and the loose file shuttled off to a folder outside of Steam.

Can anyone else confirm this using 1.4.27? I am suspecting a possible stealth fix in the game's beta patch since I know this failed under the 1.4.21 official version. If so, Bethesda's team really needs to work on change documentation because we like to know about fixes like this :)
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Jeff Turner
 
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Post » Tue Jun 19, 2012 4:06 pm

Yep. Just tried the same esp and bsa that I uploaded with the bug report, I had tested on 1.4.21 and 1.4.26 and it did not work, now works on 1.4.27.

So the bug is fixed in 1.4.27.

Way to update your changelogs Bethesda.
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patricia kris
 
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Post » Tue Jun 19, 2012 2:39 pm

Hi bluedanieru, all,
I downloaded your mod from nexus and instaled using NMM and encountered a strange issue. I loaded your mod in the CK and went looking at the soul trap spell. It was strange that the scripts on edit source (even with external editor) looked like vanilla but show properties on them showed everything you added, this reporoduced everytime. I actualy didn't tested your mod ingame, was just doing some research.
I arrived to this topic looking around to see if there's a known bug regarding this with CK.
Is this related to the issue discused here? In what I did there's no steam involved, just NMM and CK.
Would 1.4.27 fix this too?
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Rachel Eloise Getoutofmyface
 
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Post » Tue Jun 19, 2012 7:26 pm

Hi bluedanieru, all,
I downloaded your mod from nexus and instaled using NMM and encountered a strange issue. I loaded your mod in the CK and went looking at the soul trap spell. It was strange that the scripts on edit source (even with external editor) looked like vanilla but show properties on them showed everything you added, this reporoduced everytime. I actualy didn't tested your mod ingame, was just doing some research.
I arrived to this topic looking around to see if there's a known bug regarding this with CK.
Is this related to the issue discused here? In what I did there's no steam involved, just NMM and CK.
Would 1.4.27 fix this too?
When I release something I put the source for my scripts in "Data/Scripts/Source - " rather than "Data/Scripts/Source", so as to not overwrite the vanilla sources. The compiled scripts are in the right spot of course, which is all that really matters for the mod to work, but if you try to look at the source from within the CK you're going to get the wrong file. You can either look for the source files where I put them, or move/copy them to "Data/Scripts/Source" so the CK can look them up properly.

Again, this doesn't affect the functioning of the mod at all, just how you can look at the source files.
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Spencey!
 
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