Talk:Save File Notes (Papyrus)

Revision as of 21:05, 16 February 2012 by imported>Cipscis (→‎Removing Scripts from Objects: Unanswered questions)
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Removing Scripts from Objects

As it stands, removing a script from an object in a plugin file will not be sufficient to remove the script from an object in a saved game. His could make uninstalling mods that attach scripts to vanilla items very painful indeed, and I have a few questions that I think should be answered about this.

I may answer them myself when I can test them, but more importantly I want others to be aware of these issues, and ideally to foster a bit of discussion.

  • Is there a functional difference between removing a script from an object in an active plugin file and deactivating a plugin file that added a script to an object?
  • If two conflicting mods in a load order attach different scripts to the same object, can changing load order result in both scripts being attached simultaneously?
  • What "oddities" may result from deleting a script entirely?
  • If detaching scripts or removing a plugin doesn't remove scripts from saves, and removing scripts entirely produces "oddities", would replacing compiled scripts with empty compiled scripts by the same name be an appropriate uninstallation method?
    • Is this something that could or should be implemented by mod managers?
  • Are there any good methods for removing a script from only a subset of objects to which it is attached?
    • Is the only good way to "nullify" that script and attach a copy of it to the objects to which it should remain attached?
    • Would it be appropriate, if such a change is made to a mod between versions, to include such nullified scripts in the package for users upgrading from previous versions?
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