Rollback Scripts?!

Post » Mon Jun 18, 2012 1:55 pm

I made changes to two scripts, but I totally borked them when I did it. I don't care that I screwed up doing the actual scripting, but I do care that I can't seem to get the original scripts back.

Is there any way to restore original scripts? I already tried extracting them with BSA browser but that didn't help. When I go back into the kit (and the Papyrus Manager), and right-click on the scripts, I don't get the option to edit the source or open external - those are grayed out.

I'm kind of... freaking out. Okay, actually, I am REALLY [censored] freaking out.
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suzan
 
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Post » Mon Jun 18, 2012 2:36 pm

Maybe delete the scripts.bsa and any versions of the script in your scripts folder then verify game cache via steam?
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Ana
 
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Post » Mon Jun 18, 2012 9:38 pm

Delete any pex files you generated (leave the BSA alone), and the psc files that you want to rollback. Then use Steam's "Verify Integrity of local tool cache" (from memory) to redownload the original source files.

Cipscis
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Allison C
 
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Post » Mon Jun 18, 2012 5:40 pm

I deleted both of the PEX and both of the PSC files and Verified Integrity but when I go back into the Creation Kit, I still can't edit the sources of those particular scripts.

What the f did I do to myself here.

Thanks for the suggestions! I wish they were successful.
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Shaylee Shaw
 
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Post » Mon Jun 18, 2012 2:04 pm

You need to tell your mod to delete any fragments that belonged to those scripts. Only once you've done that should you proceed with validating the tool cache through Steam.

This whole thing with externally stored scripts is going to bite us all in the ass at some point.
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Claire
 
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Post » Mon Jun 18, 2012 1:47 pm

is going to bite us all in the ass at some point.

It has chewed mine clean off.

I'll give your suggestion a try. Thanks!

edit: no such luck. The scripts were attached to two spell effects. There weren't any fragments anywhere. I removed the scripts from the effects in my mod and validated integrity again.

I opened Skyrim.esm, checked the magic effects I had borked in my mod, and the bogus scripts are still there (they're Bethesda's, not mine) and I can't edit them. I tried loading up my mod, too, to add the scripts back to the effects - which I can do - but I can't edit the sources.

argh. I'm going to sleep. Maybe I'll try again tomorrow and have my buddy Jack Daniels help out. grrr.
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Lifee Mccaslin
 
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Post » Mon Jun 18, 2012 10:22 am

I wonder if using http://git-scm.com/ could help with some of these issues of managing script sources. It's a version control system that, unlike SVN, handles local repositories much easier. You can manage branches (eg, one branch for each project, with a "main" branch dedicated to the unmodified scripts as released by Bethesda), switch between them as you want, serialize, merge, revert changes, etc.
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Ronald
 
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Post » Mon Jun 18, 2012 8:54 am

the script sources are downloaded with the creation kit, if you need the originals back try deleting the local content of your creation kit in steam and redownloading

if all you want is for the altered scripts to not modify the game then all you have to do is delete the compiled scripts in data/scripts folder that you made
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Ladymorphine
 
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Post » Mon Jun 18, 2012 5:40 pm

deleting the local content of your creation kit in steam and redownloading

That's probably what I'm going to have to do. I *loathe* that process but oh well. No more modification of existing scripts for me. Good grief.
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SaVino GοΜ
 
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Post » Mon Jun 18, 2012 12:52 pm

You don't need to delete anything.
Just get it to "Verify Tool Cache", and it will automatically detect any files (read: scripts) you've modified and redownload them only.
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louise tagg
 
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Post » Mon Jun 18, 2012 3:42 pm

Since scripts can be placed on individual references now it's definitely much saner practice to add your own instead of modifying something vanilla.

There are times though when you can't avoid it, and you'll need to be extra special careful not to wipe out your intentional work along with unintentional screwups.
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Crystal Clarke
 
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