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gosthy

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  1. Thanks for the quick answer, I'll keep this guideline in mind. What I'm working on is mainly a house mod so uninstalling it shouldn't cause any problems, it was just this object that I wasn't sure of. It's good to see people like you around, I recall seeing your posts in quite a few threads were people had modding issues and you seem like a really helpful person. Thank you again. :happy:
  2. I'm trying to create an activator that gives the player a few items when used. It would also have a cooldown of 1 day. Kinda like a plant but I need it to reset even inside player homes or other NoResetZones. I dug around in the CK and found a script called defaultFakeHarvestableScript. I duplicated the script and changed ingredient and potion to miscobject so that it could supply the player with (broken) albino spider pods. I tested it ingame and it worked fine. I'm only worried about what would happen if someone were to uninstall the mod. I have no experience with papyrus scripting and I've seen several people saying that certain scripts can bloat saves/become orphans when uninstalled. Would this one be safe? In the vanilla game this script is only used for a spigot in Sleeping Tree Camp.
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