Difference between revisions of "Edit Scripts"
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→Script: Don't recompile all
imported>JOG m |
imported>Wrye (→Script: Don't recompile all) |
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*'''Save:''' Compiles and saves the script. If it fails to compile, the script is not saved. | *'''Save:''' Compiles and saves the script. If it fails to compile, the script is not saved. | ||
*'''Recompile All:''' Recompiles all scripts in game. This | *'''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 [http://wrye.ufrealms.net/Wrye%20Bash.html#DecompileAll Decompile All] command. | |||
*'''Delete:''' Shows the list of all scripts. Choose one to delete. | *'''Delete:''' Shows the list of all scripts. Choose one to delete. | ||
===Edit=== | ===Edit=== |