Packaging Mods that Change Existing Scripts

Post » Tue Jun 19, 2012 10:28 am

I recently ran across an issue with packaging a mod that changes an existing script. The mod adds a few lines to the CarriageSystemScript quest to allow cart drivers to provide additional destinations. The changes were not complicated, and testing the mod worked fine. The problems started when I tried to package the mod.

The first issue is that the packager doesn't recognize the modified script. It recognizes new Papyrus fragments from dialogue, but it never includes the modified CarriageSystemScript.pex. I know the regular archive option can be cranky, so I tried doing the "publish to Steam" thing and then canceling before upload, but the same thing happened.

I then manually dragged the compiled pex into the archiver. That seemed to work, the file was in the BSA. However, the game ignored that file and the mod would not work unless the pex file is in the Scripts folder. Everything else in the mod worked, so I know the BSA was working, but that specific script was being ignored.

In the end, I wound up just including the pex file in the zip file for the mod. Users report this works fine for them. Obviously this will not work for a Steam Workshop mod, and it's kind of a pain to clean up.

So: is there a different way that I should be doing this? What is the best way to make relatively small changes to complex quest scripts, and avoid this issue?
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Raymond J. Ramirez
 
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Post » Tue Jun 19, 2012 12:30 am

Bueller?
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Naazhe Perezz
 
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