Problem editing a script with TES4Edit

Post » Fri Feb 18, 2011 11:10 pm

When I try to edit a script in TES4Edit, I see a lot of strange chars. I'm assuming or . When I try to paste a script from Notepad++, it only inserts the script name and nothing else. Maybe the edit feature was not meant to be used this way. :toughninja:
User avatar
Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

Post » Fri Feb 18, 2011 10:32 pm

Script editing is about the only thing TES4Edit can't do. Although you can edit the source, it won't recompile the script as is necessary, so your best bet is to open the file with the construction set and use its script editor.
User avatar
JD FROM HELL
 
Posts: 3473
Joined: Thu Aug 24, 2006 1:54 am

Post » Sat Feb 19, 2011 12:43 am

Script editing is about the only thing TES4Edit can't do. Although you can edit the source, it won't recompile the script as is necessary, so your best bet is to open the file with the construction set and use its script editor.
So I guess right-clicking on a script and selecting 'Edit' invokes an unfinished feature. Oh well, guess I will have to wait until I can get the CS working.
Thanks for your reply.
User avatar
Justin Hankins
 
Posts: 3348
Joined: Fri Oct 26, 2007 12:36 pm

Post » Sat Feb 19, 2011 9:24 am

So I guess right-clicking on a script and selecting 'Edit' invokes an unfinished feature. Oh well, guess I will have to wait until I can get the CS working.
Thanks for your reply.
It's not really an unfinished feature as TES4Edit/FO3Edit was never intended to be a script editor. It just allows one to edit SCPT records' subrecord data like all the rest.
User avatar
Cat
 
Posts: 3451
Joined: Mon Dec 18, 2006 5:10 am

Post » Sat Feb 19, 2011 3:11 am

Another option is to use Bash's Export/Import script feature. It exports all scripts in a mod to a series of text files that you can then edit. Then you can import those files back into the mod. However, like TES4Edit, this won't compile the scripts. You'll have to open the CS and go to each changed script and save it again for it to compile and work in game.

It will be easier with shadeMe's CSE once its released since you can just hit Recompile All. He patched it to only compile scripts in the active mod.
User avatar
Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Sat Feb 19, 2011 2:25 am

It will be easier with shadeMe's CSE once its released since you can just hit Recompile All. He patched it to only compile scripts in the active mod.


Who be doing what now? CSE? Construction Set Enhanced maybe? Please elaborate, this sounds like shadeMe is improving the CS itself.
User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Sat Feb 19, 2011 2:24 am

Yes indeed! His current working name for it is Construction Set Extender. He's made huge improvements to the script editor. Here's the http://www.gamesas.com/index.php?/topic/1082282-discussion-cs-script-editor-wish-list/. He hasn't publicly released it (it requires a customized build of OBSE, but that'll change when the features he needs are added to OBSE proper), but those of us lucky enough to do testing for him are loving it. I can't speak for him, but I've seen him offer to add people to the tester list if you pm him.
User avatar
Spencey!
 
Posts: 3221
Joined: Thu Aug 17, 2006 12:18 am

Post » Sat Feb 19, 2011 6:47 am

Another option is to use Bash's Export/Import script feature. It exports all scripts in a mod to a series of text files that you can then edit. Then you can import those files back into the mod. However, like TES4Edit, this won't compile the scripts. You'll have to open the CS and go to each changed script and save it again for it to compile and work in game.

It will be easier with shadeMe's CSE once its released since you can just hit Recompile All. He patched it to only compile scripts in the active mod.
Thanks for the WB options. I was unaware. I'm waiting for CSE as well. Maybe I will PM ShadeMe. :celebration:
By the way, Is CBash v0.4.1a public? I'm not asking for it, I just haven't seen any documentation on it.
Nevermind, I just saw the sorceforge page. It's not something I need to know about, other than it will make WB load esm/esp faster.
User avatar
Alister Scott
 
Posts: 3441
Joined: Sun Jul 29, 2007 2:56 am

Post » Sat Feb 19, 2011 10:52 am

Yeah, it's public (though the last public release is getting rather dated, the sourceforge page is more up to date...). Here's the discussion http://www.gamesas.com/index.php?/topic/1078195-wipz-cbash-alpha/, including tesnexus links. It can be used for things besides WB, but admittedly that's what most people will use it for. About the only documentation is the examples in the test suite. :shrug:
User avatar
NAkeshIa BENNETT
 
Posts: 3519
Joined: Fri Jun 16, 2006 12:23 pm


Return to IV - Oblivion