Difference between revisions of "Talk:Data file"
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imported>Bluemeeper (→It can act like the masterfile is changed.: new section) |
imported>Jumps-Down-Stairs |
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I don't think it's really making a useable masterfile though. Steam verifies the files on Skyrim, but not the CK after this error. The way I fixed it last time was to uninstall/reinstall the CK, and I'm about to do it again. | I don't think it's really making a useable masterfile though. Steam verifies the files on Skyrim, but not the CK after this error. The way I fixed it last time was to uninstall/reinstall the CK, and I'm about to do it again. | ||
:Scripts aren't stored within masters or plugins. When compiled, they're stored in pex files in "C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts", or within an archive (bsa). The source files (psc) are stored in the Source folder, one level below the compiled scripts. Changing a script changes it for everything, so it's not recommended to actually change scripts that aren't yours, but instead to duplicate the existing script, give it a new name, and replace the original with your version in your master/plugin. |
Revision as of 07:56, 16 February 2012
Master Files
So if the Creation Kit was the tool used by the developers to make the base game, then why can't it make master files? -- Jumps-Down-Stairs (Speak) 08:07, 8 February 2012 (EST)
- The entire delay between Skyrim's release and the CK's was to modify and remove features from the CK that they didn't want to make public for whatever reason. Most of these were for licensing reasons (i.e. stripping out utilities they couldn't legally give us), but some were because Bethesda didn't want to support them (e.g. masters, version control I think, though that may have been a legal thing too). I don't know why Bethesda doesn't want to support creating masters.
- It's even possible that the CK never did, and they used some other tool to "mastery-ify" it at the last stage. We'll probably never know. At any rate, that's what we'll end up doing, if we want to make master files.
- Dragoon Wraith TALK 09:11, 13 February 2012 (EST)
Merging .esp files
Does the Creation Kit have this functionality? Ub3rman123 05:30, 13 February 2012 (EST)
It can act like the masterfile is changed.
Twice I've tried to make a mod where a certain script is changed certain way. Both times I got an error on closing the creation kit, and when I reopen the CK it shows my change, even if I just load the masterfile.
I don't think it's really making a useable masterfile though. Steam verifies the files on Skyrim, but not the CK after this error. The way I fixed it last time was to uninstall/reinstall the CK, and I'm about to do it again.
- Scripts aren't stored within masters or plugins. When compiled, they're stored in pex files in "C:\Program Files (x86)\Steam\steamapps\common\skyrim\Data\Scripts", or within an archive (bsa). The source files (psc) are stored in the Source folder, one level below the compiled scripts. Changing a script changes it for everything, so it's not recommended to actually change scripts that aren't yours, but instead to duplicate the existing script, give it a new name, and replace the original with your version in your master/plugin.