dizietemblesssma Posted October 2, 2023 Share Posted October 2, 2023 According to this:http://www.gamesas.com/properties-restart-their-values-t258190.html if I were to restart the MCM quest for my mod, any script properties for that quest would be reset, but if I updated the script with new properties I would need to restart the quest in order to access the new properties? Is this true if the new properties are set in the script as 'hidden' and therefore do not show up in the CK? diziet Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 3, 2023 Share Posted October 3, 2023 Unsure. You will need to test it. Perhaps create a simple test with a throwaway mod and throwaway save file. Link to comment Share on other sites More sharing options...
dizietemblesssma Posted October 5, 2023 Author Share Posted October 5, 2023 As usual I'm wrong! I can't restart an MCM quest because of course they are star game enabled:)New properties in the script however show up hidden or otherwise, bu tany new aliases of course are not filled. Which with a quest that doesn't already have a player alias attached leads me to a circle.If the playeralias was filled I could use the OnPlayerLoadGame() event to fill aliases? But how to fill the player alias:)I've found that if I attach a new script the quest then an OnInit event seems to fire for it. Is this a reasonable way to then fill some new aliases or this not a good way? Figured I'd fill the playeralias then in future the OnplayerLoadgame event can be used for more changes. diziet Link to comment Share on other sites More sharing options...
IsharaMeradin Posted October 5, 2023 Share Posted October 5, 2023 MCM has an OnVersionUpdate event that might be usable to call a local function to force fill any new aliases. Worth a look maybe... Link to comment Share on other sites More sharing options...
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