Question About Scripts

Post » Mon Jun 18, 2012 6:56 am

Hey.

I'm a little confused as to what goes where and how scripts work right now.

Basically, I modified one of the existing quests, tested it and it all works fine and everything. The issue comes in when other people are using it, it puts the source of the script in an archive automatically but it doesnt seem to work for anyone but me. I have also tried creating an archive with the compiled script inside of it too and it still refuses to work without the original compiled script in the data/scripts folder.

I have had totally mixed results though so far, and I dont know if it is an issue with Steam workshop or what, because sometimes it seems like its half working for people even though it fully works for me (Some stuff in the script obviously executes, but then it screws up) other times, it works for some people and not others, but all of the time it works 100% for me. I'm not sure what the fault could be, since a lot of people who have tried it have fresh installs also.

Thanks.
User avatar
tiffany Royal
 
Posts: 3340
Joined: Mon Dec 25, 2006 1:48 pm

Post » Sun Jun 17, 2012 7:52 pm

The source (.PSC), for others, won't do anything. You need to manually include the compiled version (.PEX) into your .bsa (doesn't happen automatically for pre-existing scripts), then it should override the vanilla code whether or not they have loose .PEX files.
User avatar
Tamara Primo
 
Posts: 3483
Joined: Fri Jul 28, 2006 7:15 am

Post » Sun Jun 17, 2012 9:18 pm

My problem is that I tried that and it just didnt seem to work, people were still having the exact same issues as before. Are there any specific boxes in the archive tool that need to be ticked?

I'm including the PEX file in my archive and deleting the one in my /scripts folder, and the game just runs with the default script.
User avatar
LADONA
 
Posts: 3290
Joined: Wed Aug 15, 2007 3:52 am

Post » Sun Jun 17, 2012 5:51 pm

You sure the modified .PEX was in there? You can drag/drop stuff into the archive box, but there aren't any boxes to tick or anything in the CK's archive window.
User avatar
Robyn Howlett
 
Posts: 3332
Joined: Wed Aug 23, 2006 9:01 pm

Post » Mon Jun 18, 2012 5:37 am

Oh, I was just using the archive tool in the Skyrim folder, I wasnt aware you could drop stuff in the CK window.
User avatar
Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Sun Jun 17, 2012 3:52 pm

There we have it :) I'd wager, with the required stuff in there, your plugin/bsa will override the default code for others.
User avatar
Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Sun Jun 17, 2012 10:35 pm

Still no luck, I used the CK window to put the .PEX in the archive, its definitely in there, and it still refuses to override the default script.

I feel like I'm doing something wrong, when I browse my archive, the filename of the script is still intact, yet when I browse the archive of loads of other addons I have downloaded, they have scrambled filenames.
User avatar
April
 
Posts: 3479
Joined: Tue Jun 20, 2006 1:33 am

Post » Sun Jun 17, 2012 5:39 pm

Bump, no ideas?
User avatar
Nicholas C
 
Posts: 3489
Joined: Tue Aug 07, 2007 8:20 am

Post » Mon Jun 18, 2012 12:15 am

Well, after testing I can confirm the .PEX in a plugin's BSA will not override either the default .PEX in Skyrim - Misc.bsa or a loose (Data\Scripts\) default .PEX.

Using this http://www.mediafire.com/?97d0bks27wrwy7n, I was able to override AchievementsScript.pex when and only when the loose original was replaced. Start a new game without doing so, and there will be no message box.

*is glad they didn't specify what they'd wager*

Given one who edits the script is going to have a loose, modified version of the PEX, it would appear to them that their BSA is working when playtesting as it's actually the loose version that takes precedence, invalidating the BSA(s). A way around this would be to alter the QUST form to include either add a separate script or *replace the vanilla script, then the override to the QUST form when the plugin is loaded would ensure the desired changes are applied. Pretty sure the BSA's PEX is intended to 'win', though.

*Bad idea, generally
User avatar
Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Mon Jun 18, 2012 5:24 am

Wait, so how are you supposed to be able to distribute modified scripts over Steam Workshop? They only accept a .bsa, seems kinda silly if it is impossible to distribute modified .PEX scripts that way.

Will I have to create a new script and put it in place of the old one?
User avatar
Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Sun Jun 17, 2012 3:15 pm

Yeah, loose files are the only way, currently, to make your override work. I've raised the issue elsweyr and am pretty sure that the BSAs' PEXs are intended to 'win'. Might be a bug that gets fixed with the next TESV.exe iteration.
User avatar
Jeff Turner
 
Posts: 3458
Joined: Tue Sep 04, 2007 5:35 pm

Post » Mon Jun 18, 2012 3:59 am

Don't loose files normally come out on top? It seems to me more likely to be an issue with BSA loading, as the original compiled scripts are in another BSA, not loose files, so if they're not overridden then it's because Skyrim isn't loading files from BSAs in the right order.

I imagine this isn't an issue for entirely new scripts, right? Sorry, unable to test at the moment.

Cipscis
User avatar
Blessed DIVA
 
Posts: 3408
Joined: Thu Jul 13, 2006 12:09 am

Post » Sun Jun 17, 2012 5:35 pm

Don't loose files normally come out on top? It seems to me more likely to be an issue with BSA loading, as the original compiled scripts are in another BSA, not loose files, so if they're not overridden then it's because Skyrim isn't loading files from BSAs in the right order.

I imagine this isn't an issue for entirely new scripts, right? Sorry, unable to test at the moment.

Cipscis

Nah, it isnt an issue for new scripts.

I renamed the script under Quest Stages, then pasted the entire source of the old one into a source for the new one. Now it works perfectly when loading from a BSA.

Today has certainly being a learning experience, considering I have never looked at any tutorials or used any creation kit for TES/Fallout games before, and decided to jump right in to make a quickstart mod :P

It is all working fine now anyway, thanks for the help.
User avatar
Mashystar
 
Posts: 3460
Joined: Mon Jul 16, 2007 6:35 am


Return to V - Skyrim