jimmyThePipe Posted November 24, 2009 Share Posted November 24, 2009 I submitted this mod a few weeks ago and noticed a problem now. When I was testing I kept reinstalling the mod on a fresh game, but the problem only appears after a few days of in-game playing. http://www.tesnexus.com/downloads/file.php?id=28207 A quest runs on startup and triggers the script(s) that adds the new color(s) for each type of weapon onto the related Leveled Lists, and the quest stops. Any NPCs, treasure chests, and shops then spawn with new and old items. I tested by spawning NPCs with console and it works fine. But.. .. after a few days the new items stop spawning. All new spawns are old stuff. Every single NPC console spawned has game default weapons. Through regular gameplay it's all old stuff too. I know my items are still installed because I collected a few of them, so the problem is they are no longer on the leveled lists. Does the game (or a seperate mod like Streamline or Operation Optimization) reset the leveled lists every few days? My code only installs once, so if the lists reset then my items would disappear from the leveled lists. Should my code run every few days, or say every day at midnight, and reinstall the new items onto the leveled lists? Or is there something else I should do to make it work properly? Link to comment Share on other sites More sharing options...
jimmyThePipe Posted November 25, 2009 Author Share Posted November 25, 2009 Ah never mind, I figured it out. Apparently the LeveledList changes don't save, so if your code only runs once then it's only good until the user quits. You need to add to the leveledlist everytime they restart. Your on-start quest should have a script like this: ScN GWR_CheckRestartScript; Script for GWRCheckRestartQuest Float fQuestDelayTime Short RunOnce Begin GameMode If (( RunOnce != 1 ) || ( GetGameRestarted )); Runs once each time Oblivion is started StartQuest GWRAddToListsQuest; Adds all Weapons to LeveledLists EndIf EndAnd your GWRAddToListsScript can add directly to the LeveledLists, or if you have a lot of sets then each one can have a seperate Quest that you call from here. The GWRCheckRestartQuest.fQuestDelayTime lets you set how often to check if the user restarted, and GWRCheckRestartQuest.RunOnce is if you want to include a one-time message like "Your mod installed". Link to comment Share on other sites More sharing options...
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