Difference between revisions of "Version Control"
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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 == |