Edit Scripts
Jump to navigation
Jump to search
The script editor is a basic text editor for writing and editing your scripts.
Script Type: Can be Object, Quest, or Magic effect. This setting determines which objects in the editor the script can be attached to.
Script[edit | edit source]
- New: Creates a new, empty script.
- Open: Presents a list of existing scripts. Choose one to edit.
- Next Script: Switches to the next script in alphabetical order. If you changed the current script, or the current scripts needs to be recompiled for some other reason (e.g. changed variables in another script) you'll be asked if you want to save the changes.
- Previous Script: Switches to the previous script in alphabetical order. You'll be asked if you want to save/recompile.
- Save: Compiles and saves the script. If it fails to compile, the script is not saved.
- Recompile All: Recompiles all scripts in game. Do not use this! EVER!!!
- This recompiles all scripts from the current mod and all of its masters (including every script in Oblivion.esm) and stores them in your mod.
- Hence use of this will cause your mod to conflict with other mods that intentionally change those scripts for useful purposes. (E.g. UOP, Cobl, Herman's script optimization, etc.)
- If you've already done this and saved the compile scripts, then you can remove them manually using TESCS or Tes4Edit. You can also remove them automatically by using Wrye Bash's Decompile All command.
- Delete: Shows the list of all scripts. Choose one to delete.
Edit[edit | edit source]
- Undo: Standard undo function that restores the script to it's state before the last change.
- Redo: Standard redo function that restores the last change to the script if it has been undone.
- Find Text: Standard find function.
- Find Next: Standard find next function that repeats the last find from the current cursor location.
- Go To Line: Compile errors list the error by line number. Use this command to go directly to that line number.