Morrowind Crafting scripts question.

Post » Sat May 28, 2011 8:06 am

I mad a mod called "Crafters Hall" in which I put All things needed for crafting, somewhere along the line all of the scripts on most of the items and activators got deselected, Is there anyway I can reselect them without going through and doing it individually? It is its own seperate .esp by the way. I tried putting the script back on the pottery wheel, I went back in game and it still doesnt work. Would moving Morrowind crafting on the load order help to make the crafting stuff load from there instead of the Crafters Hall?
User avatar
Kirsty Collins
 
Posts: 3441
Joined: Tue Sep 19, 2006 11:54 pm

Post » Sat May 28, 2011 1:31 pm

This is less a question about Morrowind Crafting scripts and more a question about moving scripted objects from one mod to another.

What happens is this: You copy the object into your mod and the object data (including information on which script is attached) is added to your mod. But the script itself isn't part of the object definition. Only a pointer to the script is part of the definition. If you don't also edit the script (open it in the script editor and save it again) the script itself isn't added. As long as you have the original mod loaded when you're editing your mod, everything will be fine, because the construction set will be able to find the script. But... the moment you edit your mod without the original mod loaded, the CS can't find the script that the object definition points to, so it deletes the pointer to avoid errors. After that, the object is no longer scripted.

The simple solution is just to add the scripts to your mod by editing them while MC is open, and then assign them where they belong. After that, the load order won't be an issue. Personally, I recommend that modders do as much as they can to make their mods load order independent. There are times when having a specific load order is necessary. But this isn't really one of those times. It's more user friendly if the end user doesn't need to worry about things like load order.

Of course, if you saved the game with this mod active, you'll have a dirty save. Even adding the scripts to the objects won't make them work because the un-scripted version will be in your save game which is loaded last and will override any changes you make to the mod.
User avatar
Keeley Stevens
 
Posts: 3398
Joined: Wed Sep 06, 2006 6:04 pm

Post » Sat May 28, 2011 11:52 am

I must have accidentally loaded it up without crafting on or something, ill have to start the painstaking process of going through each piece one by one and putting the scripts on.
User avatar
loste juliana
 
Posts: 3417
Joined: Sun Mar 18, 2007 7:37 pm

Post » Sat May 28, 2011 4:42 pm

One question, rather than making a whole new thread, I tried to put ore rocks in and they don't show up ingame, on any save even a brand new one. They aren't there. Any Ideas? I used the Activator Versions, should I have used the Container Versions?
User avatar
krystal sowten
 
Posts: 3367
Joined: Fri Mar 09, 2007 6:25 pm

Post » Sat May 28, 2011 8:31 am

One question, rather than making a whole new thread, I tried to put ore rocks in and they don't show up ingame, on any save even a brand new one. They aren't there. Any Ideas? I used the Activator Versions, should I have used the Container Versions?
User avatar
Allison C
 
Posts: 3369
Joined: Mon Dec 18, 2006 11:02 am


Return to III - Morrowind