Release Process - Dheuster/AFT-FO4Edition GitHub Wiki
Step 1 : Update the Upgrade Method
Data/Scripts/Source/User/AFT/TweakFollowerScript.psc,
-
Function OnGameLoaded. Search for current version (#.##) and change to new version.
-
Event OnTimer with ID UPDATE_VERSION. Make sure code applies any needed changes. IE: Perks are added to all followers or the player or in some cases version upgrade methods are added to alias scripts and they are called to apply and init a new capability on all current followers.
Step 2 : Update Terminals that start with Tweak
-
We are unable to inject variables into the terminal when it is displayed on the player pipboy. So we have to go through every terminal and update the version by hand (~90 terminals)
-
Save ESP.
Step 3 : Compile Scripts
Compile Scripts in two waves. First wav, we compile all scripts for final release (max optimizations).
-
Creation Kit -> Preferences -> Scripts -> Compile Mode [Release Final] ** Also confirm Default Namespace [AFT]
Apply + Close
-
Creation Kit -> GamePlay -> Compile Papyrus scripts...
Check every script that begins with "AFT" (~ 220 Scripts)
Then scroll down and check every script that begins with "Tweak" ( ~3 )
Hit Compile
Go grab a sandwidch....
When the compile completes, the Papyrus Script Compilation Status window will disappear unless there were errors.
-
Once the bulk compile is complete, Use Windows Explorer to open Every file in the dirtory:
Data/Scripts/Source/User/
that does not start with "Tweak". Open them up in NotePad++ and compile them (one at a time) for release manually using the Run -> Compile Release command (See Developer Setup if you have not created this)
-
PC ONLY : When prepping a release for nexusmods, we need to compile some scripts in debug mode in order to allow logging (to support save settlement to batch)
The Following Files Should be opened with NotePad++ and Compiled for Debug:
Data/Scripts/Source/User/AFT/TweakMonitorPlayerScript.psc Data/Scripts/Source/User/AFT/TweakScrapScanScript.psc Data/Scripts/Source/User/AFT/TweakDiagnostics.psc
Step 4 : Build Archive
-
With Creation Kit Closed, Remove the existing file:
Data/AmazingFollowerTweaks - Main.BA2
-
Point your explorer window at the Directory:
Data/Scripts/
-
Start up the Creation Kit
-
Load Amazing Follower Tweaks:
File -> Data Dbl Click Fallout4.esm to Check Highlight AmazingFollowerTweaks.esp and hit [Set as Active File] to check Hit [OK] Wait...
-
File -> Create Archive Wait....
-
Remove Unneeded:
Order by FileName Highlight all files beginning with Meshes\ and hit the Delete Key Order by FileName again Now Hightlight all files beginning with Textures\ and hit the Delete key
-
Add All PEX Files
Bring Your Explorer window to the front and drag all Pex Files from:
Data/Scripts/ into the "Required files for altered forms" box
Repeat for the pex file contents of the directories:
Data/Scripts/AFT Data/Scripts/AFT/Fragments/Quests Data/Scripts/AFT/Fragments/Terminals Data/Scripts/AFT/Fragments/TopicInfo
-
Hit [Pack Files] Name the Archive (no quotes): "AmazingFollowerTweaks - Main"
Step 5 : Clean directory for Testing
All those PEX files will override anything found within an archive. So to properly test the new archive, we must move the pex files somewhere else.
Typically I create a staging directory on my destop where I keep a snapshot of all the pex files that went into the Archive.
Data/Scripts/AFT/*.* + Directories -> Move to Desktop/Staging (or some location)
Step 6 : Test
Once the Pex files are removed, Start the game up and do some basic testing. AFT does to much to re-test every single thing it does with every release, so testing mostly focuses on the changes.