Mod Deisolation question

Post » Sat Feb 19, 2011 9:18 am

If I create a patch ESP (Override) in TES4Edit from another ESP, it adds a master dependency to the original ESP.
If I edit the patch ESP in the CS and save it, does the CS remove the masters dependency from the patch?
[Answered]
Is there an easier way to edit scripts?
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Daramis McGee
 
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Joined: Mon Sep 03, 2007 10:47 am

Post » Sat Feb 19, 2011 11:32 am

Deisolation 101:
- Use tes4Gecko to merge patch plugin changes to master.
- Open merged plugin in CS to change scripts and compile them.
- Use tes4Edit to create a new patch with the changes you made.

There is no other way that I know to edit scripts in the plugins, using patches.
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Robert
 
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Joined: Sun Sep 02, 2007 5:58 am

Post » Sat Feb 19, 2011 12:25 pm

If I create a patch ESP (Override) in TES4Edit from another ESP, it adds a master dependency to the original ESP.
If I edit the patch ESP in the CS and save it, does the CS remove the masters dependency from the patch?
[Answered]
Is there an easier way to edit scripts?

What are you attempting to do?

1: Just edit a script of an exisiting esp? Just select that esp as the active plugin in the CS before clicking on open. Then edit and save.
2: Make a new esp, that contains a script copied from another esp, but is otherwise unrelated? If so, just rename the esp file's name to what you want, and work on that esp.
3: Make a new esp, that patches a script in an existing esp? If so, the easiest way is to just edit the script in the original esp (#1). Then, when you're finished, you open it is TES4Edit and copy the script as override into a new esp. Then restore the original esp. The new esp is now a fully working patch for the original.
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loste juliana
 
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Joined: Sun Mar 18, 2007 7:37 pm

Post » Fri Feb 18, 2011 10:58 pm

What are you attempting to do?

1: Just edit a script of an exisiting esp? Just select that esp as the active plugin in the CS before clicking on open. Then edit and save.
2: Make a new esp, that contains a script copied from another esp, but is otherwise unrelated? If so, just rename the esp file's name to what you want, and work on that esp.
3: Make a new esp, that patches a script in an existing esp? If so, the easiest way is to just edit the script in the original esp (#1). Then, when you're finished, you open it is TES4Edit and copy the script as override into a new esp. Then restore the original esp. The new esp is now a fully working patch for the original.
Thanks for taking the time to answer my questions.
#3. I'm making a new esp, that patches a script in an existing esp. I am a new modder, so I'm learning how to troubleshoot scripts. Given that I will be making a lot of changes before getting it right, I wanted to streamline the process. Since I'm running the CS from Bash, after I make a change to the script in the CS, is save and exit. Which brings me back to Bash. Then all I need to do is re-add the master to the patch and launch Oblivion. It turns out not to be as bad as I thought.
Currently, I'm making a patch to the mod StartChoices. I'm adding the ability to read defaults from an INI file using your scripts as an example. I was impressed by the way you use loops in your code. Thanks to OBSE, It makes the code much more readable.
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Rob Smith
 
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Post » Fri Feb 18, 2011 11:47 pm

Deisolation 101:
- Use tes4Gecko to merge patch plugin changes to master.
- Open merged plugin in CS to change scripts and compile them.
- Use tes4Edit to create a new patch with the changes you made.

There is no other way that I know to edit scripts in the plugins, using patches.
Ok, Haven't tried Tes4Gecko yet. I will take a look. Thanks!
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Mark Hepworth
 
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Joined: Wed Jul 11, 2007 1:51 pm


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