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My scripts seem to be triggering prematurely and I don't know why


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Link to mod: http://www.nexusmods.com/skyrim/mods/52964/?

 

The premise of the mod is that once you unlock the level 100 perk for a skill, it unlocks the rest of the perks in the tree. I did this by adding an entry point to the various level 100 perks. Each entry point goes to a quest in a "empty quest" with a stage with a Papyrus fragment that adds each perk for that skill to the player. I had some decent success on the Nexus with this mod but got a lot of attention on the Workshop and sat at #1 in Popular This Week for a couple days. Quite a few people have reported the same bug with this mod: The scripts are firing at random. A player will have a skill at a low level but one day they'll open their skill menu and a random tree with be filled. Restoration and Alteration seem to be frequent perpetrators. I have checked and checked my .esp but I can't find the reason for my scripts triggering early. Being the Workshop, none of them will leave their load order like I asked so I have no clue if there's another mod causing the problems. I'm looking for any insight as to why this is happening. I followed the same procedure for each skill so I don't understand why it tends to happen with a handful of skill while I never hear about the issue with other skills. There's no way my scripts should be going off if they don't have the level 100 perk unlocked but there's a difference between what should happen and what did happen. I think the best solution would be adding a logical statement to the script fragments that checks to make sure the level 100 perk has been unlocked before adding the others. I'm tearing my hair out over this and any help would be appreciated. I attached a screenshot of what my entry point looks like and I also have the scripts I made: http://i.imgur.com/zyAp0Op.jpg?1

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