I have had my non-override scripts working in the past, and tuning overrides but can't get a script override seen. I mean as in they are totally ignored. Going by:
You can override Maxis Scripts, however to avoid breaking the game your Scripts should preserve the existing Maxis APIs where possible. To override a Script in a sub-package (a Script in a subdirectory containing an “__init__.pyo” file), your Mod must include all other files in the same directory.
I have put these three files: __init.py__, door.py, front_door.py in a folder in various places in my mods folder structure, including loose in ScriptMods where every other script file is happy running. (NB I edited door.py to output some logging so I would know it's running but it isn't). I have had both .py and .pyo files of mine running for me in the past but I just can't get this override seen by the game.
For the purpose of this question I don't want advice about injectors, as this isn't a mod to share, I am just trying to learn a principle. So, any concrete instruction about where to put them or how to compose their folder?
Comments
I'm not sure how the game handles sub-subfolders. It might only work if you copy the entire "objects" folder (which would conflict with any other mod that does the same) but I'm not sure. You could try leaving the "objects" folder empty and only putting files in the "door" folder, but I'm not sure if that will work. There's also the fact that the decompiler isn't always perfect, so the more files there are, the higher the chance one of them will contain game-breaking code.
@SimGuruEugi or @SimGuruModSquad any ideas from yourselves?