Is there a way to apply changes in a module to a current savegame (other than override)?
Changing current module
Débuté par
Isewein
, févr. 29 2012 05:21
#1
Posté 29 février 2012 - 05:21
#2
Posté 29 février 2012 - 05:27
It may be possible if the module is distributed in directory mode to replace specific files in the distribution. I don't have any experience doing this though. In my experience the answer is "no". Contents in the campaign folder and the override folder can be replaced and will take effect, but module content is loaded from the save game. There is a stickied thread about patching a module in the module forum here.
Modifié par Kaldor Silverwand, 29 février 2012 - 05:32 .
#3
Guest_Iveforgotmypassword_*
Posté 29 février 2012 - 10:54
Guest_Iveforgotmypassword_*
I know the feeling and your wishes very well and it would certainly save hours of testing. There are a few things you can do to make things a bit easier.
If you've got a campaign put the start of the next module in before testing then save just before you hit the changeover so you can test the next module with the same characters/journal etc.
Use the console commands just put in rs then a space and the script name and details to advance the plot open doors etc. eg rs ga_journal("myquest",1,1,0,0)
Make a testing conversation that will have NPC's joining quests added etc. Then load up the PC with companions equipment and export him/her. Leave the NPC's standing near a new "advanced" starting point with another npc holding the joining conversation. Talk to them load them up and start where you left off. Once you've made one conversation it becomes easier to add to.
That's about all I can think of at the moment other than make tiny modules and stick them together later but that could be disastrous if done wrong.
If you've got a campaign put the start of the next module in before testing then save just before you hit the changeover so you can test the next module with the same characters/journal etc.
Use the console commands just put in rs then a space and the script name and details to advance the plot open doors etc. eg rs ga_journal("myquest",1,1,0,0)
Make a testing conversation that will have NPC's joining quests added etc. Then load up the PC with companions equipment and export him/her. Leave the NPC's standing near a new "advanced" starting point with another npc holding the joining conversation. Talk to them load them up and start where you left off. Once you've made one conversation it becomes easier to add to.
That's about all I can think of at the moment other than make tiny modules and stick them together later but that could be disastrous if done wrong.





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