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How to really, really terminate scripts?


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I'm currently working on the uninstall function on my current mod project and I'm having difficulties to get rid of the scripts.

 

The main script is attached to quest & and one is running as a player alias script.

 

I stopped the quest, cleared the alias and what not.

 

However, after checking with a save manager the scripts are still listed and not even flagged out-dated.... .

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You ask a really interesting question.

 

The common wisdom is that adding mods to a savegame is a one-way operation. This is one reason that good mod designers are hesitant to add scripts to anything other than quests and reference aliases which (if optional) can be forcibly cleared.

 

There are tools such as SaveTool and Papyrus Scalpel which can remove scripts and object references from savegames, but what you are asking is how can a mod uninstall its own scripts cleanly.

 

Wish I had an answer for you. The only thing I could think of might be to invoke something like the ReloadScript console command to replace existing script instances with null ones.

 

I will be listening in to see of there's a savant who knows how one might accomplish this.

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