Editing Version Control
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[[Category:Tutorials]] | |||
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Information contained herein was taken from the Skyrim page, and amended after testing in the Fallout 4 Creation Kit. Though instructions are similar, this page shall document the process specifically for Fallout 4, in the context of mod collaboration from multiple contributors. This page will not document how to use external revision control software such as Perforce, or Git. | |||
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== Setup your Creation Kit installation to enable version control == | |||
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* Navigate to your Fallout 4 directory | |||
* Create the following new folders: | |||
** Fallout 4\Merging\Data | |||
** Fallout 4\Merging\VersionBackup | |||
** Fallout 4\Data\CheckInBackup | |||
* Enable Windows Sharing for the newly created folders | |||
** Right click on the CheckInBackup folder -> select "Properties" -> select the "Sharing" tab -> click "Advanced Sharing..." | |||
** Click "Share this folder", and then "OK" | |||
** Back on the Properties windows, click "Share..." | |||
*: [[File:SharePropertiesTab.png]] | |||
** You won't actually be sharing your computer with anyone else, so you don't have to add any additional users - just click "Share" -> "Done" | |||
** Make note of the "Network Path" displayed, you'll need this for the next step | |||
** Repeat the above for the Merging folder (you don't need to do this individually for the two sub-folders within) | |||
* Next, navigate back to your Fallout 4 directory | |||
* Open the file "CreationKit.ini" | |||
* Modify the following line to say: | |||
<source lang="ini">bUseVersionControl=1</source> | |||
* Add the following lines (anywhere under the "[General]" heading): | |||
<source lang="ini"> | |||
SNetwork Path=\\COMP-NAME\Merging\ | |||
SNewVersionBackupPath=\\COMP-NAME\Merging\VersionBackup\ | |||
SNetworkMasterPath=\\COMP-NAME\Merging\Data\ | |||
SLocalBackupPath=Data\CheckInBackup\ | |||
</source> | |||
* Note: | |||
*: - There is a space in "SNetwork Path" | |||
*: - Replace "COMP-NAME" with your computer name, displayed on the window in the above screenshot | |||
*: - Do not omit the "\" at the end of the paths above, or this will not work properly | |||
*: [[File:versioncontrol_creationkit.png]] | |||
=== Understanding | * Finally, open "CreationKitPrefs.ini" | ||
* Scroll to the bottom of the file, and add the following lines | |||
<source lang="ini"> | |||
[WhoCanMerge] | |||
YOURWINDOWSUSERNAME=1 | |||
</source> | |||
* Note: | |||
*: - Replace "YOURWINDOWSUSERNAME" with your actual windows username | |||
*: [[File:versioncontrol_creationkitprefs.png]] | |||
== Understanding .esp and .esm files == | |||
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.esp files are "Bethesda Plugin Data Files" | |||
* This is the standard file type created by the Creation Kit, to save your mod | * This is the standard file type created by the Creation Kit, to save your mod | ||
* It contains all of the asset reference data used in your mod | * It contains all of the asset reference data used in your mod | ||
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.esm files are "Bethesda Master Data Files" | |||
* This is the file type you'll see used by DLC | * This is the file type you'll see used by DLC | ||
* It contains the same information used by .esp files, but it can have references merged into it | * It contains the same information used by .esp files, but it can have references merged into it | ||
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In the context of using version control in the Fallout 4 Creation Kit: | In the context of using version control in the Fallout 4 Creation Kit: | ||
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* It will become .esm the first time you do a merge to prepare it for multi-contributor collaboration | * It will become .esm the first time you do a merge to prepare it for multi-contributor collaboration | ||
== First merge and creation of your .esm file == | == First merge and creation of your .esm file == | ||
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Once you've saved your mod as a .esp (regardless of the content), you must do a first merge to create your initial .esm file: | |||
* Navigate to your | <br/> | ||
* Copy "Fallout4.esm" to | * Navigate to your "Fallout 4\Data" directory | ||
** If you don't copy this file, the merge process will error out | * Copy "Fallout4.esm" to "Fallout 4\Merging\Data" | ||
* Next, open your | ** If you don't copy this file, the merge process will error out | ||
* After the file has finished loading in the Creation Kit, click "File" -> "Data..." | * Next, open your .esp as the Active File | ||
* After the file has finished loading in the Creation Kit, click "File" -> "Data..." (or the open folder icon) | |||
* Select "Fallout4.esm" in the list, and click "Details..." | * Select "Fallout4.esm" in the list, and click "Details..." | ||
*: [[File:versioncontrol_data_Details.png]] | *: [[File:versioncontrol_data_Details.png]] | ||
* When asked "Do you want to use an empty list to save memory?", click | * When asked "Do you want to use an empty list to save memory?", click "Yes" | ||
* You'll now be shown a new popup titled | * You'll now be shown a new popup titled "File Details", but it will have no contents. | ||
** On your keyboard, press | ** On your keyboard, press Shift+Ctrl+B | ||
* You'll be asked if you want to update the | * You'll be asked if you want to update the Bit Array Files, and warned it can take several minutes. Of course, click "Yes". | ||
*: [[File:versioncontrol_update_bit_array_file.png]] | *: [[File:versioncontrol_update_bit_array_file.png]] | ||
* When it's finished, you'll see "Updating bit arrays...Done" in the bottom status bar of the main window | * When it's finished, you'll see "Updating bit arrays...Done" in the bottom status bar of the main window | ||
*: [[File:versioncontrol_update_bit_array_done.png]] | *: [[File:versioncontrol_update_bit_array_done.png]] | ||
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Now you're ready to create your .esm file! | Now you're ready to create your .esm file! | ||
* Ensure the | * Ensure the .esp mod file has been opened as the Active File (this should have been done earlier, but do it again if you restarted the Creation Kit) | ||
* You'll notice that you have a new | * You'll notice that you have a new little Version Control icon from when we enabled it in the Creation Kit. Click it. | ||
*: [[File:versioncontrol_button.png]] | *: [[File:versioncontrol_button.png]] | ||
* For this tutorial, I created "MyMod.esp", and I duplicated the "aaaMarkers" Cell from the base game Fallout4.esm | * For this tutorial, I created "MyMod.esp", and I duplicated the "aaaMarkers" Cell from the base game Fallout4.esm | ||
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* Download the latest .esm file from the repository, to the \Merging\Data\ folder. | * Download the latest .esm file from the repository, to the \Merging\Data\ folder. | ||
** | ** This is ESSENTIAL in the process. Always ensure you merge into the latest version. | ||
** The merge is not done from \Fallout 4\Data\, so ensure this is your final step before initiating your merge. | ** The merge is not done from \Fallout 4\Data\, so ensure this is your final step before initiating your merge. | ||
* With the latest version of the .esm in \Merging\Data\, re-open the Creation Kit. | * With the latest version of the .esm in \Merging\Data\, re-open the Creation Kit. | ||
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