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rad87

About Wrye Bash import/export functionality?

I noticed that Wrye Bash has a fuctionality of exporting/importing parts of the esp's/esm's for example exporting and importing scripts.

Does that enable me to export scripts from a esp, edit them and import them back and it's done or would I still need to open up that esp with SC and recompile the script?

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I have not heard of anyone successfully importing a script outside of using the CS as most scripts do need to be recompiled. You could give it a shot but I don't think it will work.

You generally need to use CSE + OBSE for some of the more complex scripts.

I recommend CSE v51 myself.

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I have not heard of anyone successfully importing a script outside of using the CS as most scripts do need to be recompiled. You could give it a shot but I don't think it will work.

You generally need to use CSE + OBSE for some of the more complex scripts.

I recommend CSE v51 myself.

Well I exported scripts out of BreakUndies.esm, messed around in one of them and then imported the scripts back. Wrye correctly recognised that only one of the scripts was modified and updated only this one. The game started without ctd and BU functionality wasn't broken so I wonder if it actually changed the script or it's like it only changed the uncompiled version leaving the compiled one as it was.

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Boy I don't have a clue. I dearly love many of the features in Wrye but I'd be scared to death to mess around with scripts using it. I guess if you don't mind taking a bit of risk and have backups of your esm\esp then all you'll risk is wasted time.

The only scripts that need to be recompiled are those with message boxes when you change them. The other scripts might work just find using wrye.

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Boy I don't have a clue. I dearly love many of the features in Wrye but I'd be scared to death to mess around with scripts using it. I guess if you don't mind taking a bit of risk and have backups of your esm\esp then all you'll risk is wasted time.

The only scripts that need to be recompiled are those with message boxes when you change them. The other scripts might work just find using wrye.

I'm desperately trying to find ways to avoid using CS when I can. It has a feel of an old crappy application like from the windows 95 times. So unless there is a way to hook up external editor to CS for script editing I'd prefer exporting scripts and using Notepad++ with syntax highlighting for CS and OBSE. And Wrye Bash makes backups when you import something to esm's/esp's. Not just backup, it makes backups - creates name.esp-date.bak. Thats an expample of an app that feels solid and quite pleasureable to work with.

*edit* Ok, found some information in Wrye's readme

Export - Scripts... Exports the scripts in the selected plugin to a series of text files. The scripts may then be edited in the text files and re-imported. Warning: Do not change the first three lines of each text file exported when editing unless you know what you're doing.

Import - Scripts... Imports scripts from a series of text files into the selected plugin. Note: You must recompile any altered or new scripts in the Construction Set.

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I agree the CS does suck but if you install CSE v51 it really helps the CS a great deal.

CSE (don't use the latest version as it requires a beta of OBSE) - use version 51:
/>http://oblivion.nexusmods.com/mods/36370

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I agree the CS does suck but if you install CSE v51 it really helps the CS a great deal.

CSE (don't use the latest version as it requires a beta of OBSE) - use version 51:
/>http://oblivion.nexusmods.com/mods/36370

I'm using CSE, although I believe it doesn't help with the functionality of script editor, and if it does then, well it still sux

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It doesn't add notepad++ type of functionality no. It does give a preview window for scripts as well as incorporate a compile all button that actually works and that ONLY compiles active scripts for that esp (and doesn't add every stinking script from the oblivion.esm into the damn thing - bethesda should have been shot for releasing such a broken POS like the CS).

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I've been using CSE 6.0 with the beta OBSE 21 for over a month, maybe close to two, and haven't had any problems with CSE or the game that I can trace to OBSE v 21 beta 1. Then again, I'm not releasing mods and willing to take the risk. CSE 6.0 script editor does color highlight syntax in the script editor, but not as well as Notepad ++ and a good script definition file. I use this one. CSE 6.0 also has a "visual styles enabled" version that works with your current windows visual style, so the whole thing doesn't look dated. Many of the unsizable dialog boxes also appear to be slightly larger and thus easier to use (IMO). I really like working with it and don't know if I can go back to CSE 5.1. Automatically highlighting changed records in the active plugin and moving them to the top of most dialog boxes is just a really, really nice feature.

Before moving to CSE 6.0 I would dump (export, but the button says "dump") the script (in CSE 5.1), open in Notepad ++, edit, then copy/paste the whole thing back into CS, and recompile. Ctrl-A in the CSE script editor works to select all. There's also an Load Script button in the CSE editor, but I've never used it. You might try the dump script/load script features in CSE if you ever have to recompile a script you've edited.

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I've been using CSE 6.0 with the beta OBSE 21 for over a month' date=' maybe close to two, and haven't had any problems with CSE or the game that I can trace to OBSE v 21 beta 1. Then again, I'm not releasing mods and willing to take the risk. CSE 6.0 script editor does color highlight syntax in the script editor, but not as well as Notepad ++ and a good script definition file. I use this one. CSE 6.0 also has a "visual styles enabled" version that works with your current windows visual style, so the whole thing doesn't look dated. Many of the unsizable dialog boxes also appear to be slightly larger and thus easier to use (IMO). I really like working with it and don't know if I can go back to CSE 5.1. Automatically highlighting changed records in the active plugin and moving them to the top of most dialog boxes is just a really, really nice feature.

Before moving to CSE 6.0 I would dump (export, but the button says "dump") the script (in CSE 5.1), open in Notepad ++, edit, then copy/paste the whole thing back into CS, and recompile. Ctrl-A in the CSE script editor works to select all. There's also an Load Script button in the CSE editor, but I've never used it. You might try the dump script/load script features in CSE if you ever have to recompile a script you've edited.

I'm also using CSE 6.0 with OBSE 21b1. From what you're saying I don't want to know how things look in the earlier version o.O Well all my complains come from the fact that I'm used to good programming IDE's or editors, and compared to that CS, even with the newest CSE just seems like crap. But then again we have no alternative to using it.

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Lol, just plain CS without CSE looks like old, old, old. CSE 6.0 visual styles enabled is a huge improvement, IMO. I'm not a programmer, so I have nothing to compare it to. Anyways, the CSE script editor has similar export/import functions as Wrye Bash, and for me, CSE launches faster, even with loading an .esp, than Wrye Bash. I think Win 7 launches faster than Wrye Bash :P - so I avoid Wrye Bash as much as possible, as much as I love Wrye Bash as a mod manager.

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Lol' date=' just plain CS without CSE looks like old, old, old. CSE 6.0 visual styles enabled is a huge improvement, IMO. I'm not a programmer, so I have nothing to compare it to. Anyways, the CSE script editor has similar export/import functions as Wrye Bash, and for me, CSE launches faster, even with loading an .esp, than Wrye Bash. I think Win 7 launches faster than Wrye Bash :P - so I avoid Wrye Bash as much as possible, as much as I love Wrye Bash as a mod manager.

[/quote']

For me Wrye Bash doesn't start up slower than CSE, at least when CSE is loading oblivion.esm, as now I'm working on replacers

*edit* and I love how it takes ages for CSE to load up oblivion.esm for the first time and tends to freeze or crash doing so sometimes

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Strange, Wrye and the CSE both start extremely fast for me. Wrye should not take more than a few seconds to open unless something is wrong.

The beta version of obse is not compatible with a couple of utilities I use, so I can't upgrade to 60 until either I fix them or the utility creators do. I really don't care about visual style on things as I am an old dog. I just crank up the music and go to work. :)

I also have used Egg to edit scripts. It really is built for translating things but it will allow you to export scripts, dialogue and much more. It can't recompile so that is its only real downside. You can also edit scripts right inside Egg and just save the plugin.

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Bash has always been sluggish for me with many mods installed. I currently have 193 (148 active). I could try merging more of them (which I've done for all the armors I have) but I'm hesitant as I'm still not entirely sure what's safe and what's not.

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generally anything like clothes\armor\weapons are pretty safe. If there are quests, or scripts then it isn't a good idea unless there are just one or two of each.

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My workflow with scripts tends to be:-

1. Export script with Wrye Bash.

2. Edit script in Notepad++ with Tescript syntax checking.

3. Paste edited script into CS and compile.

A lot of the time it is pointless to open the Monolithic CS when working on a dozen scripts.

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My workflow with scripts tends to be:-

1. Export script with Wrye Bash.

2. Edit script in Notepad++ with Tescript syntax checking.

3. Paste edited script into CS and compile.

A lot of the time it is pointless to open the Monolithic CS when working on a dozen scripts.

Seems like a quite fine approach. I wish Wrye was able to compile scripst though, that would make us able to leave CSE out of the equation when dealing with scripts

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Actually there is something worse than CSE script editor. TES4Edit script editor - being a small popup box with one line textbox ;D

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