Scripts Don't Run On Users Machines

Post » Mon Jun 18, 2012 9:11 pm

Ok I created the ESP file like normal but the scripts contained within don't run on some other peoples computers...

How do you properly package a mod with scripts????
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dell
 
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Post » Tue Jun 19, 2012 5:17 am

Are they edits to Beth scripts?
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Elina
 
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Post » Tue Jun 19, 2012 10:58 am

No .... new ones....

I'm thinking that the scripts are not getting saved into the ESP file.....
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Kortknee Bell
 
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Post » Tue Jun 19, 2012 11:00 am

Scripts don't get saved into the ESP file - both source code and compiled scripts are loose files saved in your Data/Scripts/Source and Data/Scripts directories, respectively. You need to make sure the right files are being bundled into the BSA that gets uploaded alongside your ESP file.

Cipscis
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Roddy
 
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Post » Mon Jun 18, 2012 11:55 pm

When you say, "scripts contained within", I've to ask if you have included the external PEX files? Unlike Oblivion and the Fallouts, scripts are not stored in the plugins but are, instead, external.PSC and PEX files found in Data\Scripts.
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Taylrea Teodor
 
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Post » Mon Jun 18, 2012 7:42 pm

I'll try shipping the BSA file with the ESP this time and see how it works with everyone now....
Thanks guys....

http://skyrim.nexusmods.com/downloads/file.php?id=10122
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Nany Smith
 
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Post » Tue Jun 19, 2012 9:21 am

I shipped the BSA as well as the script in its respective folders Scripts\*.pex and Scripts\Source\*.psc and to no avail.

The scripts still to do not run on the end-user's system and thus my mod is a dud.
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T. tacks Rims
 
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Post » Tue Jun 19, 2012 2:49 am

I figured it out.... the end user had to enter a dungeon.... then exit in order for the scripts to start running.... huge game bug
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Bethany Short
 
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Post » Tue Jun 19, 2012 4:36 am

I think it's a bug too. It's as if SKyrim does not check for the new script changes called for in a mod. I mean, it should be doing that THE moment a mod is added and the game loads up. Not just when changing cells.
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Matthew Warren
 
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Post » Tue Jun 19, 2012 9:11 am

I'm wondering if that's the problem people are having with my mod, too. If so, that's really a shame for this first batch of mods out there like ours that are trying to implement quests. And it's going to sour the users on mods pretty quick. Navmeshes and now this? No offense to the great texture mods out there, but it would be a shame if that was all we can end up doing.
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John N
 
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