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[Question] Do scripts "know" about ESPs?


JDough

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Posted

I want (well need really) to merge a bunch of ESPs (using TesEdit with Merge Script 1.4).

Since some of the mods use scripts (sometimes only a single one) I wanted to ask the following:

 

Do scripts ever refer to ESPs at all or do they exclusively relate to events/conditions/etc found in the running game?

If I merge an ESP with attached scripts will it break for sure or is it possible (though maybe "dangerous")?

 

I certainly do not plan to merge mods with tons of scripts but, as mentioned above, maybe some of those with only a few scripts? I use ModOrganizer so I would disable the original ESP but keep the rest untouched and create a separate "Mod" with just the merged ESP.

 

It would be great if someone knowledgeable on the scripting part could shed some light.

cheers

Posted

Depends on the mods in question. These things are best tested then reported on at the Merged Plugin forum, linked on the nexus page. They are compiling what works and what doesn't so It's not hard to find out what has been merged successfully and what hasn't.

 

I've merged some lightly scripted mods to great success but I also have been using Merged Plugin since 1.1, so I'm a bit more familiar with the process than most. Best to leave it alone if you don't know when to open up the creation kit to tweak something that needs it or it will cause problems.

Posted

Depends on the mods in question. These things are best tested then reported on at the Merged Plugin forum, linked on the nexus page. They are compiling what works and what doesn't so It's not hard to find out what has been merged successfully and what hasn't.

 

I've merged some lightly scripted mods to great success but I also have been using Merged Plugin since 1.1, so I'm a bit more familiar with the process than most. Best to leave it alone if you don't know when to open up the creation kit to tweak something that needs it or it will cause problems.

 

Thanks for that cornbreadtm,

 

I figured that it may be dangerous and I am to consult the forum for sure.

Just wondered if the scripts would ever reference the ESP itself really (like: renaming an ESP would break the mod for sure or it could work since the conditions the scripts refers to are relevant while being in-game and the actual name of the ESP is of no concern).

 

But good to know that it is not an issue per se - just dangerous with potentially some need of tweaking in CK :)

 

Posted

Scripts don't refer to esp names, only to items defined as properties. Simple scripts or scripts that only refer to standard items may get through the process unharmed if the items they call upon have not been changed. The problem is if the items the script uses have the ID renumbered will break the property in the script for that item and break the script.

Posted

good to know that the ESP itself (the name) is of no relevance.

 

With the merge script the re-indexing/numbering is optional and I think I tested this with the Book Covers mod which by default comes as 4 ESP (each DLC separate). When I merged them the first time I had the merge script re-number everything and I ran into issues and crashes when picking up/reading books.

Since the different ESP complement each other by default, I thought: re-numbering should not be required since they are meant to work together. With the newly merged ESP all seems to work fine so far. I even managed to adapt mods that depend on the Book Covers original esps to reference to the merged one without breaking (by adapting the Masters list).

Obviously it is a different story when trying to merge non-related ESPs but I think the script will tell me if there are ID conflicts so that I could still decide if I want to continue or abort the merge.

 

I guess it is a matter of testing mainly.

 

Thanks for your help guys.

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