What does changing an existing script do?

Post » Thu Jun 21, 2012 5:09 pm

All,

I was about to change an existing script (the CarriageSystemScript) to put in menu options to Ivarstead, which they have conveniently already defined (tho you cant travel there). The code looks simple to change, since I am not adding in a new rider there, its only a destination. However, it occurred to me that I'm changing the .psc but that means when I recompile, the .pex will change also.

Wont that change it permanently for me on my computer? Such that all mods will have the script change, even if I uncheck all my mods under Data files?

Thanks!
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Crystal Clarke
 
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Post » Thu Jun 21, 2012 1:44 pm

If you're going to play with vanilla scripts always create a dupe and tie it in with the rest...as far as I'm concerned. Once someone installs your mod every other quest in the game can be effected by what you do unless you create a new instance with a new ID.

I always precede my changes to scripts with the initials of the mod.

For Lamplight: The Bandit Guild I use this with the quest number .... LBGQuest30NameOfScript (Lamplight Bandit Guild Quest30)

That way when I look for files I need to tweak that I created/changed I only have to search for "LBG" and I know the changes won't effect the vanilla game and other mods.

I hope that helps you :smile:
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Stephanie Nieves
 
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Post » Thu Jun 21, 2012 12:55 pm

Wont that change it permanently for me on my computer? Such that all mods will have the script change, even if I uncheck all my mods under Data files?
As far as am I aware, yes it will.

If I absolutely had to make changes to a vanilla script, I planned to restore from a backup of Vanilla Scripts ... keeping the amended script in a safe place if I needed to amend/republish a MOD I released. But, so far, I have avoided changes to Vanilla Scripts (and haven't realeased a MOD anyway ;))
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sharon
 
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Post » Thu Jun 21, 2012 6:28 am

Wouldnt any changes you make just be saved as a .esp file? Then you can uncheck it whenever you want... At least, thats how it was in the past ES games.
(just realized i was in the CK forums..)
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Paula Ramos
 
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Post » Thu Jun 21, 2012 10:03 pm

Wouldnt any changes you make just be saved as a .esp file? Then you can uncheck it whenever you want... At least, thats how it was in the past ES games.
(just realized i was in the CK forums..)

Yes, that's the issue here.

Any changes you make to vanilla stuff will be changed for any player using the mod.

You can destroy a players game experience when you're messing with vanilla stuff. And to debug it to find out which mod did it is also a PIA.
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Lance Vannortwick
 
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Post » Thu Jun 21, 2012 9:04 pm

Wouldnt any changes you make just be saved as a .esp file? Then you can uncheck it whenever you want... At least, thats how it was in the past ES games.
(just realized i was in the CK forums..)
It depends (I think ...) what script/fragment you are planning to alter. And (maybe ...) how you alter it (inside CK or external). The script files are in their own directory under the DATA folder, so if you amend those directly (outside of CK), any changes are permanent for all MODS you release (unless you do the backup fudge). I am not so clear on what is amended when you edit inside the CK.

So, while changes are saved to an ESP (and or ESM) it is possible (likely ...) that it may also amend the vanilla files

Best practice is to do your very best to amend/change/remove as little as possible from Vanilla, and find a way to make your own stuff which impacts on Vanilla items. Usually, there is a way to do what you want, without editting Vanilla (but not always ...)


Note: There is also the issue of you amending Vanilla Script A and another modder amending the same script ... That will/may cause lots of incompatibility problems (for both of you)
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joannARRGH
 
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Post » Thu Jun 21, 2012 10:56 am

I am not sure about Papyrus fragments, but in case of "classic" scripts, their code is not in .esp file, there are just references to the compiled scripts (.pex). If such .pex gets overwritten by another mod, Bad Things ™ can happen.
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xemmybx
 
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Post » Thu Jun 21, 2012 10:39 pm

Thanks everyone!

I guess to take a "best practices" approach, I will make a duplicate of the .psc and call it something else (such as ZZZCarriageSystemScript.psc) and change and compile that, and then in my mod file (.esp) change the carriage rider or the link on the object in the CK itself. That way, the reference to the script within the .esp will be active or inactive based on whether my mod is active, and the original .psc and .pex can remain untouched.

Much obliged!
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Je suis
 
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Post » Thu Jun 21, 2012 10:39 pm

Thanks everyone!

I guess to take a "best practices" approach, I will make a duplicate of the .psc and call it something else (such as ZZZCarriageSystemScript.psc) and change and compile that, and then in my mod file (.esp) change the carriage rider or the link on the object in the CK itself. That way, the reference to the script within the .esp will be active or inactive based on whether my mod is active, and the original .psc and .pex can remain untouched.

Much obliged!

In the tut on how to make mods the first thing the guy says is to copy an existing cell then rename it

Carry that same thought on all the changes you make and you'll be good to go...IMO
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His Bella
 
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Post » Thu Jun 21, 2012 3:56 pm

You can override the psc file. So, better to have a backup, but in the case of the pex file, there are stored in a BSA, you are not changing scripts just making the game use your version instead. If you delete the script you made the default version in the BSA will be used again. The only danger, as said is that the source code is altered instead. But the source code is only needed for compilation, so if you are not going to change the code you don't need. In other words you can modify vanilla scripts without fear. If you mess your game, simply delete your script and all will be fain again.

Of course your scripts will be saved in your saved game, the same way as custom scripts.
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Tyrel
 
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Post » Thu Jun 21, 2012 8:48 am

I guess to take a "best practices" approach, I will make a duplicate of the .psc and call it something else (such as ZZZCarriageSystemScript.psc) and change and compile that, and then in my mod file (.esp) change the carriage rider or the link on the object in the CK itself. That way, the reference to the script within the .esp will be active or inactive based on whether my mod is active, and the original .psc and .pex can remain untouched.

I suggest you read through http://www.gamesas.com/topic/1362474-compatibility-with-other-mods-tips/--the short version is that because of the way information gets saved, it sometimes is better to just edit the vanilla scripts.
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liz barnes
 
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