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Radiant quests corrupted by exit saves


SKKmods

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I have a number of mods that create non start game enabled randiant quests which have been running for several years with THOUSANDS of users.

 

I now find that often (say 30%) a game exit/load cycle using the survival EXIT SAVE will corrupt an active radiant quest, so when it loads the quest is stopped all alisaes are cleared but the scripts are still active with event registrations and variables and its hanging in the pipboy quest list showing active. Multiple mods with no changes to the quests or scripts are affected.

 

This totally does not happen with FULL SAVE (e.g. in survival using SAVE NAME in the console).

 

I can detect it happening with a combination of script variable state and Quest.IsRunning during OnPlayerLoadGame but there is not enough evidence left behind to suggest why it is happening.

 

Ever seen this before ?

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