Difference between revisions of "Version Control"

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imported>HaploTR
imported>HaploTR
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* After the file has finished loading in the Creation Kit, click "File" -> "Data..." (or the open folder icon)
* 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 "Yes"
* When asked "Do you want to use an empty list to save memory?", click "Yes"
* You'll now be shown a new popup titled "File Details", but it will have no contents.
* You'll now be shown a new popup titled "File Details", but it will have no contents.
** On your keyboard, press Shift+Ctrl+B
** On your keyboard, press Shift+Ctrl+B
* You'll be asked if you want to update the Bit Array Files, and warned it can take several minutes. Of course, click "Yes".
* 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]]
<br/>
<br/>
Now you're ready to create your .esm file!
Now you're ready to create your .esm file!
* 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)
* 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 little Version Control icon from when we enabled it in the Creation Kit. Click it.
* 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
*: [[File:versioncontrol_changedreferences.png]]
* In the bottom left, the "Altered" View will show all of the changes detected between the Fallout4.esm file, and MyMod.esp
* Select all the files in the list, and click "Check Out". This will deselect them.
* Select all the files in the list, and click "Check In". This will open a comment box. You can ignore this for the first time .esm creation, and just click "OK".
* Next it will open a save dialogue, defaulting to \\COMP-NAME\Merging\Data
** Save your plugin using any name (presumably the same name as your .esp, but notice the file extension is .esm in the save dialogue)
** Do NOT attempt to overwrite Fallout4.esm
*: [[File:versioncontrol_esm_save_dialogue.png]]
** When asked "Do you wish to select a Check In Data file to use for assign forms new IDs on check in?", select "No"




== Workflow for multiple team members contributing to the same .ESM file ==
== Workflow for multiple team members contributing to the same .ESM file ==
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