Not only that, but it can be very difficult to understand how scripts interact, even more so if they don't include the source code. psc (and can be opened with notepad++ or similar). If necessary, you can decompile compiled scripts to read them. However, if you don't know what you're looking at, this may not help you much. Some mods modify the same vanilla scripts. For example, Wiseman's trap fixes and Follower Trap Safety edit the same trap scripts. In order to work properly, therefore, they need a patch that takes the changes from the script to one, and adds them to the other. If you see conflicting scripts in MO, or if NMM asks you to overwrite script files (.pex), don't do it unless you're absolutely sure. Some scripts try to do the same or similar actions from the same trigger. For example, if one mod says "When you die, you go into a bleedout state for 5 seconds and then recover" and a different mod is trying to say "when you die, you get teleported to the nearest inn", you may have a bad time. Don't install mods that say they're incompatible. Just because a mod appears in there doesn't mean it's your problem. Papyrus doesn't get rid of scripts when you uninstall the mod that added them. There are two tools that can remove scripts from your save: Save Game Script Cleaner and Savegame Scalpel.
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