Talk:Save File Notes (Papyrus)
Revision as of 21:05, 16 February 2012 by imported>Cipscis (→Removing Scripts from Objects: Unanswered questions)
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?