I started out doing retextures so appreciate process you're going through
Couple of hopefully helpful notes:
if you've got a big script (like a bridge one above) probably best to upload as an attachment (BC accepts .py files) rather than use up forum space. Anyone interested can easily download.
If you just want to show a small section of a script, use the code (# hash) option in area above smileys. Click on hash, and copy and paste/inserty your section of script. It'll show up nice and green in a little box.
If packaging up a bridge retexture, checklist the following:
Data folder -
Animations (if a stock KM or BC bridge, chances are people have already but no harm including);
Models/Sets/(bridge) - check all textures included in high folder usually, nif and viewscreen. Unless retexture of stock bridge and warn about overwriting, best to give bridge folder new name (e.g. Charleston Bridge);
Icons/LoadingScreens - new loading screen if made one.
Scripts folder -
Bridge/Characters. Again, probably best to give new bridge unique name so doesn't overwrite. As long as haven't changed Character scripts (eg, galFelix, etc) best to include and will overwrite. But if made changes best to give new name. If new name, check bridge script links to new character script. If made any changes to animations (liftdoors, crew, hand or walk animations), check changes are reflected in bridge script;
Custom/Autoload /bridge name - I think this is crucial script, where things can go wrong. Make sure py has unique name (eg. CharlestonBridge) then in script make sure 1) bridge has unique mutator name - bridge name that shows up in QB menu - followed by 2) name of scripts/bridge script...
import Foundation
# Uncomment the below to enable!
Foundation.BridgeDef('GalaxyRefit', 'GalaxyRefitBridge', dict = {
'modes': [ Foundation.MutatorDef.Stock ]
If just retexturing, chances are won't have changed 'locations'. If probably changed 'maps', make sure autoload script points to new bridge set folder.
'Maps':{
'CurrentMaps': {'g_imp_pannels-state01': "g_imp_pannels-state01"},
'GreenMaps':{'g_imp_pannels-state01': 'data/Models/Sets/GalaxyRefitBridge/High/g_imp_pannels-state01.tga'},
'YellowMaps':{'g_imp_pannels-state01': 'data/Models/Sets/GalaxyRefitBridge/High/g_imp_pannels-state02.tga'},
'RedMaps':{'g_imp_pannels-state01': [1, {1: 'data/Models/Sets/GalaxyRefitBridge/High/g_imp_pannels-state03.tga', 2: 'data/Models/Sets/Galaxy/black.tga',}]},
'NormalMaps':{'g_imp_pannels-state01': 'data/Models/Sets/GalaxyRefitBridge/High/g_imp_pannels-state01.tga'},
Sounds. Again, if haven't changed leaves as. But if made made new bridge sounds folder in sfx make sure autoload scripts points to it.
"bridgeSound": {
"LiftDoor": {"volume": 1.0,"file": "sfx/gengal/dbdoor.wav", "group": "BridgeGeneric"},
"AmbBridge": {"volume": 1.0,"file": "sfx/gengal/dbamb.wav", "group": "BridgeGeneric"},
"RedAlertSound": {"volume": 1.0,"file": "sfx/gengal/dbklaxton.wav", "group": "BridgeGeneric"},
"YellowAlertSound": {"volume": 1.0,"file": "sfx/gengal/dbyellow.wav", "group": "BridgeGeneric"},
"GreenAlertSound": {"volume": 1.0,"file": "sfx/gengal/dbgreen.wav", "group": "BridgeGeneric"},
"ViewOn": {"volume": 1.0,"file": "sfx/gengal/dbviewscreenon.wav", "group": "BridgeGeneric"},
"ViewOff": {"volume": 1.0,"file": "sfx/gengal/dbviewscreenoff.wav", "group": "BridgeGeneric"}
Finally, loading screen. If changed, make sure autoload script points to new loading screen.
"LoadingScreen": "data/Icons/LoadingScreens/GenGalaxyLoading.tga",
} )
Word of caution: the autoload script can be a tricky thing and indentation/syntax is very important or you may get the dreaded BSOD. Even one comma out of place can spell DOOOOM. Best way to proceed is take the base script you're working from (for Charleston bridge that would be 'GalaxyRefitBridge' autoload script) and copy/replace any relevant changes. If you try and create new script from scratch it could lead to all sorts of problems :eek
Hope that covers the bases. PM me or post here if can help with anything else