How to upload a mod to steam workshop if it's just a script

Post » Tue Jun 19, 2012 5:15 am

All i did was edit one of the scripts. There's no .esp needed. How do i make this downloadable with steam workshop?

I tried saving a dummy .esp and manually putting the compiled script into the accompanying .bsa file so the CK could upload it. But the game never loads the .bsa file and the changed script is never called.

Is Nexus the only way?
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Ria dell
 
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Post » Tue Jun 19, 2012 10:06 am

Yup, I think SW only currently supports esp based mods. No ESM's, no texture mods, no sound mods, no script edits. I do hope they expand SW's functionality...
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abi
 
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Post » Tue Jun 19, 2012 6:40 pm

I added a dummy property to the script hoping that the CK would see a change and make sure everything was included in the .bsa file. But it only adds the script source and not the compiled script to the .bsa.

This is the second mod i've had the CK only want to add the script source and not the pex file to the bsa. So annoying. Manually add the pex to the bsa does nothing.
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^_^
 
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Post » Tue Jun 19, 2012 8:48 am

You should be able to make a dummy esp and stick your script into an associated bsa. That way, users are essentially turning your script edit on and off when they check or uncheck the esp. To tell the truth, it much cleaner that way than a full overwrite because the user can uninstall without having to search for the original script to replace it.

You can manually add files to the bsa if you want the pex in there too.

Edit2: P.S. if you haven't already, put it up on the Nexus. I was willing to give the Workshop a chance, but it somehow manages to take away control from both modders and users at the same time. It was a good convenient idea, but the Nexus is still better in almost every way. I uploaded my mod to the Workshop, but no way am I letting it arrange the mods I've downloaded :P
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Matt Bigelow
 
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Post » Tue Jun 19, 2012 6:12 am

If it's an edited vanilla script, the BSA bug will prevent it from loading. Welcome to Bethesda modding :P
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Daddy Cool!
 
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Post » Tue Jun 19, 2012 5:45 pm

You should be able to make a dummy esp and stick your script into an associated bsa. That way, users are essentially turning your script edit on and off when they check or uncheck the esp. To tell the truth, it much cleaner that way than a full overwrite because the user can uninstall without having to search for the original script to replace it.

You can manually add files to the bsa if you want the pex in there too.

you would think thats the case, but i've tried several times packing the pex file into the associated bsa and it does nothing. It only works when the pex file is in the scripts folder.
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Amelia Pritchard
 
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Post » Tue Jun 19, 2012 4:54 pm

If it's an edited vanilla script, the BSA bug will prevent it from loading. Welcome to Bethesda modding :tongue:

BSA bug? And yes its a vanilla script. I made a workaround for an annoying behaviour.

Matter of fact, the other mod i was having the same problem with was an edited vanilla script.
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Sierra Ritsuka
 
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Post » Tue Jun 19, 2012 6:53 pm

Perhaps you can go about it another way. Depending on what the script does, you give it a different name but then associate it with whatever the vanilla script was associated with. That new association will be in an esp and your script will circumvent the bug when you build the bsa. Again, that will depend on how many things your script is associated with and what kind of script it is.
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Gen Daley
 
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Post » Tue Jun 19, 2012 5:23 pm

Uploaded it to nexus:
http://skyrim.nexusmods.com/downloads/file.php?id=11025

would still like to make it available on steam workshop
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Rozlyn Robinson
 
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Post » Tue Jun 19, 2012 6:35 am

Perhaps you can go about it another way. Depending on what the script does, you give it a different name but then associate it with whatever the vanilla script was associated with. That new association will be in an esp and your script will circumvent the bug when you build the bsa. Again, that will depend on how many things your script is associated with and what kind of script it is.

eureka.

I'll just copy the contents of the script. Remove the reference of the vanilla script in that spell effect, and make a new script with a different name and paste in the source code and attach it to the magic effect

w00t thanks. Dunno why i didn't think of that.

*runs off to bash the CK upside the head*
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Andy durkan
 
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Post » Tue Jun 19, 2012 12:16 pm

Steam Workshop Version:
http://steamcommunity.com/sharedfiles/filedetails/?id=13548

thanks mang :)
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Kelsey Hall
 
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Post » Tue Jun 19, 2012 5:59 pm

http://www.gamesas.com/topic/1345724-important-bsas-and-you/
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NO suckers In Here
 
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