DaveLessnau Posted December 20, 2013 Author Share Posted December 20, 2013 Looking at danthegeek's Underground Hideout, I found another variation that's even simpler. I think the big difference is because it's a check for FOSE only in the scripts that actually need it instead of at the game/mod level. It's very similar to what we were talking about here except there's no need for the global or a quest stage. Instead the quest script gets the two lines that we were talking about putting in the quest stage result script with one addition (the declaration): short hasFOSE set hasFOSE to 0 set hasFOSE to GetFOSEVersion and, in the script where the call needs to be made, the one line check of that quest variable is made if SomeQuest.hasFOSE No state is saved (well, hasFOSE is, but it's reset to 0 at the start of each run), so each run will give current results. Link to comment Share on other sites More sharing options...
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