Simple question.
If you have a script in an event for several objects module wide and you delete the script, but don't replace/update the objects themselves, (doors, chests, etc...) does this cause any issues? I've a few doors and some loot containers that used OnClosed events that are no longer required is why I ask. Can I simply delete their scripts or should I track down each instance and remove it from the door or placeable. Neither exist on the pallettes, so there is no option of letting the toolset find and update them.
Impact of a missing script ...
Débuté par
kalbaern
, déc. 11 2010 04:18
#1
Posté 11 décembre 2010 - 04:18
#2
Posté 11 décembre 2010 - 04:52
If you try remove script you are asked on the updating instances, if you press Yes it will find all objects in any location that uses that script and delete it from any events. But it won't cause any issues, only if you re-used the script name which would not be toolset issue then, but yours.
#3
Posté 11 décembre 2010 - 04:59
There is no harm in leaving the Script name in the Event and deleting the script. When the engine trys to run the script and does not find it it just returns and does nothing. There my be cuse for concern if you are running an install prior to the x2 update. In the module I host with TagBased scripting enabled, there are well over two houndred thousands scripts that do not exsist trying to run every time I start the module. Bioware themselves left some hooks to scripts on traps that do not exsist.
Short answer the engine was disinged to handle it.
Short answer the engine was disinged to handle it.
#4
Posté 11 décembre 2010 - 05:04
Thanks, I didn't think there'd be an issue. And to address Shadow ... the removal option when deleting them is something I wish to avoid as it ties up my toolset for 4+ hours.
#5
Posté 12 décembre 2010 - 12:42
Yeah I know I recommend to avoid it to anyone. But if you would want to remove it, it would be better to kept it running 4 hours before sleep than do it manually.
#6
Posté 12 décembre 2010 - 01:26
Easiest way to do it is with leto, which is WAY faster. Why that is, I have no idea, but it gets the job done.
Funky
Funky
#7
Posté 12 décembre 2010 - 02:09
You could just use the ModPacker tool to convert a module into XML, then do a mass find a replace with something like Notepad++ to replace the script name with nothing. After that you would convert the files back to GFF and repack the module.
Modifié par KenquinnTheInsaneOne, 12 décembre 2010 - 02:09 .





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