MWSE scripting functions

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Re: MWSE scripting functions

Post by Jemolk » 27 Oct 2017, 03:32

onionland wrote:
25 Oct 2017, 15:34
Loriel wrote:
25 Oct 2017, 14:10
Unfortunately some of the error-reporting is a bit too enthusiastic - empty spell names probably don't deserve such prominence for example. Also there are so many errors and warnings from the base game esms that they tend to drown out the ones from the mod you are testing.
The base game esms really should be silenced by default, more often than not you will only be dealing with your own scripts. You shouldn't be seeing those errors unless actively toggling that on as an option. opencs is like an enthusiastic dog running in from of the door you are trying to open.

edit: grammar
Agreed, that really could be a pain. Of course, the base game ESMs being so dirty and bug-ridden may result in other problems, but good luck dealing with that.

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