Talk:Creating a module

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Revision as of 09:51, 30 January 2010 by Eshme (Talk | contribs)

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Script Bug still there?

  • Note that as of toolset version 1.01 and game version 1.02b, you should NOT use "module_core" as the script (as found in module properties) for an add-in that extends an existing module, otherwise you will encounter issues that may include slow-downs during conversations and attribute allocation. The exact cause of these issues is not yet known, but using a blank script with an empty main function will eliminate these issues.

Anyone care to provide a link? I have found this to be not the case. Everything works. The bioware made Storage chest uses a empty field. Some mods i downloaded use an empty field and they all work. Scripts scare me. Eshme 08:51, 30 January 2010 (UTC)

Updates

Here are some references to forum posts that may shed some light on the fuzzier parts of modules:

I haven't put them into the main article since I haven't really verified it and I don't want to insert my assumptions for fact. --FollowTheGourd 22:50, 23 January 2010 (UTC)



By agreement with AmstradHero, a section was added on creating a standalone module.