Hi, folks, to make a video from mod start, i have created a clean save. After, for any reason i loaded the game without mod and what did i see? The quest script runs without mod, without quest and without script and shows all 6 seconds this message. DebugState was previously for development reasons set to true.
;(simplified)
bool Property DebugState = false Auto
Event OnUpdate
If (DebugState)
Debug.Notification("XXX")
EndIf
; Do something...
EndEvent Even, after a new clean save and game restart, the script continues to run. Then i have inserted a new line in my code: Event OnInit
DebugState = false
Game.GetPlayer().AddSpell(DRWFxMagicSpell, true)
EndEvent But even after activation of the mod and after i received the spell, all 6 seconds, the message appeared. I had to comment out the notfication, because this was the only method to remove it.
If (DebugState)
; Debug.Notification("XXX")
EndIf From on step to other, i have deleted bsas and unchecked in NMM. The scripts i have recompiled and leaved it in the scripts folder. This takes me to the conclusion, that: -scripts are saved in save games, even if no esp and no mod data exists -on update, even with a clean save, only parts of the script lines are refreshed I think, this is a big fat bug. Scripts and their events have to be unloaded instantly, if a mod and its parent object doesn't exist anymore. And if you update any mod, all script functions have to be refreshed. Have anybody noticed the same thing and what do you think about it? Cheers PixelMurder (sorry, for my bad english)