CK BSA Packer Problem

Post » Tue Jun 19, 2012 10:28 pm

I'm having a problem with the CK BSA packer. For some reason it did not include some of my scripts. Even now I have to add a few by hand. Is anyone else having this problem?

Check your BSA file and make sure this is not happening to you! :ahhh:

I never realised I had this problem because I have all the scripts - so my game was not affected. Its probably a good Idea to run your game using only the BSA so you know what your subscribers are experiencing.

I had a load of complaints and only just realised what happened.
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Manuela Ribeiro Pereira
 
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Joined: Fri Nov 17, 2006 10:24 pm

Post » Wed Jun 20, 2012 4:06 am

Anytime you alter a vanilla script it for some reason does not get packed automatically. You have to then manually pack the .pex and .psc respectively. I opted to just ignore doing that and duplicate, rename/save-as or even just create new ones in order for the CK to properly detect and automatically pack the .bsa for my mod. I always re-pack when I update my mod as a safety precaution so having to manually add new items would get annoying.

Sadly it means I had to make my mod a complete overhaul. Which it was in spirit anyway but I didn't like being forced because of a silly bug in the CK.



EDIT: Yeah I had lots of complaints on how my mod wasn't working for others but was for me. Really pissed me off.
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Baylea Isaacs
 
Posts: 3436
Joined: Mon Dec 25, 2006 11:58 am

Post » Tue Jun 19, 2012 9:28 pm

Anytime you alter a vanilla script it for some reason does not get packed automatically. You have to then manually pack the .pex and .psc respectively. I opted to just ignore doing that and duplicate, rename/save-as or even just create new ones in order for the CK to properly detect and automatically pack the .bsa for my mod. I always re-pack when I update my mod as a safety precaution so having to manually add new items would get annoying.

Sadly it means I had to make my mod a complete overhaul. Which it was in spirit anyway but I didn't like being forced because of a silly bug in the CK.



EDIT: Yeah I had lots of complaints on how my mod wasn't working for others but was for me. Really pissed me off.

All my scripts have a prefix though.

Glad I'm not the only one to suffer subscriber abuse :poke:
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Ells
 
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Joined: Thu Aug 10, 2006 9:03 pm

Post » Tue Jun 19, 2012 10:15 pm

Oh I think I forgot to mention that your unique scripts have to be attached to something unique as well (at least that's been my problem I'm sure Im missing something). For example I wrote a new script for the PlayerVampireQuest but my script never worked in the mod for others. Their game was still loading the vanilla script and ignoring mine even though it was packaged. So I duplicated the PlayerVampireQuest. Reassigned all things that were using it to my new quest and added my script to the new quest. Then it worked like a charm. Really annoying it was.
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Noraima Vega
 
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Post » Tue Jun 19, 2012 7:46 pm

Oh I think I forgot to mention that your unique scripts have to be attached to something unique as well (at least that's been my problem I'm sure Im missing something). For example I wrote a new script for the PlayerVampireQuest but my script never worked in the mod for others. Their game was still loading the vanilla script and ignoring mine even though it was packaged. So I duplicated the PlayerVampireQuest. Reassigned all things that were using it to my new quest and added my script to the new quest. Then it worked like a charm. Really annoying it was.

looks like you sunk your teeth into the problem and solved it.
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GabiiE Liiziiouz
 
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