Difference between revisions of "Edit Scripts"

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481 bytes added ,  19:53, 14 December 2008
→‎Script: Don't recompile all
imported>JOG
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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 will store all scripts from any currently loaded ESMs or ESPs into your active ESP, so it's only useful for working on total conversions.
*'''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===
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