Fusiontron Posted January 26, 2014 Share Posted January 26, 2014 I'm trying to change the script for an actor which already exists in a save. I tried simply removing the script and the death container but all this does is make it so that the actor's inventory does not go into the death container upon death and the actor still goes to the CleanUpCell. What I want is to have the actor not have their inventory taken and simply moved to say an XMarker upon death. Can I do this because I mean aren't scripts saved into the savegame but if I delete the script and put in a new one will that script take over and how would I write this script? Link to comment Share on other sites More sharing options...
Xander9009 Posted January 27, 2014 Share Posted January 27, 2014 Changing a script that has already been run is tricky. The best I can tell is this: properties that didn't exist before and were added work fine, changes to the script's content work fine, changes to pre-existing properties do not work. And the added properties might not work, when I said they did, it was a guess. So, changing the script after it's already been called might not work. But the save game seems to more or less keep track of the variable's values (including properties, which are just special variables), and the fact that the script is running. It may or may not keep track of where the script was running (meaning, it might or might not resume on the same line of the script where it left off when it was saved). As for the rest of it, I can't really say; sorry. I might be of more use with more details, but even then, probably not. Link to comment Share on other sites More sharing options...
Fusiontron Posted January 28, 2014 Author Share Posted January 28, 2014 Changing a script that has already been run is tricky. The best I can tell is this: properties that didn't exist before and were added work fine, changes to the script's content work fine, changes to pre-existing properties do not work. And the added properties might not work, when I said they did, it was a guess. So, changing the script after it's already been called might not work. But the save game seems to more or less keep track of the variable's values (including properties, which are just special variables), and the fact that the script is running. It may or may not keep track of where the script was running (meaning, it might or might not resume on the same line of the script where it left off when it was saved). As for the rest of it, I can't really say; sorry. I might be of more use with more details, but even then, probably not.Hey thanks for the reply. I am making an Argonian poverty mod. I figure that since the Argonians aren't allowed to live inside the city they should not be allowed to be buried in the Windhelm Hall of the Dead either. I put a dragon marker on the docks and the dragons will take down quite a few Argonians. Currently I have 60+ Argonians living in the Assemblage. All of them (including the 4 vanilla) have scripts which cause a burial urn to pop up in the hall of dead with their inventory and their bodies get sent to the purple-green place. I would like to write a script where the inventory does not get stripped and upon death the bodies move to an X-marker on say the docks with some carrion birds nearby. If this sounds brutal it is because it is supposed to be. Link to comment Share on other sites More sharing options...
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