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Editing Script MO User


Heroine HoneyCrotch

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Posted

MO users that want to edit/add scripts in CK has to do only a few easy things. Unpack Scripts.rar that is in data folder, if you have set merge plugins up to work with MO and to merge scripted mods this should already be done,if not,keep and unpck contents into data folder. You need to backup your scripts and dialogueview folders that came out of .rar, this method violates the your data folder. Place esp that will have script added/edited into data folder and launch ck from its .exe. When your done remove pex,and or psc files and revert your 2 folders back to vanilla.

  • 1 month later...
Posted

I have been doing a lot of ck work,launching from MO and I have been playing with scripts. On my end to accomplish this, I, a: already had merge plugins set up for MO, that process gets you compiler and decompiler installed into skyrim folder, it also gets your scripts.rar unpacked into data folder. after that It's a matter of putting needed files into data folders, scripts folders. MO user should easily backup all folders in data folder, and if you still have your scripts rar then keep it that way, I have mine still after having had unpacked it. At this point without adding any extra files you should be able to compile vanilla scripts in MO, if you want to play with sexlab stuff you would need to copy and paste scripts folders from sexlab, fnis, fnis creature,and Racemenu into data folder, Racemenu also has an skse folder with nio overwrite ini that should be put into data folder, i put whole skse folder from racemenu into data folders skse folder(just add it if its not there) I believe you would also want to but the scripts folder from skse in data scripts as well. 

 

The only hang up I have had recently would be trying to generate lip files needed to create fuz files, could not do that from within MO but I only tried once, failed and launched ck from exe and got that done that way. 

 

 

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