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How do I remove/disable a specific script from a mod?


aenda

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So I am using Requiem, which you've all probably heard of. It changes the effects of alcohol, specifically, it adds a visual effect which lasts for a while (too long) and makes it nearly impossible to see. This is triggered by any alcoholic beverage. Now, I would like to disable this script, since it doesn't make sense to get ridiculously drunk from some mead.

 

I found the cause in TES5Edit - it is attached to the "Drunk" active effect added by the mod, and triggers an Image Space Modifier (I won't pretend to know what that is, but it makes sense for a visual effect) called AA000XarrianISMDrunk. So this is obviously my culprit.

 

How do I disable this? Should I delete the script? Or will that break things?

 

Is TES5Edit even the right tool for this? While I've deleted static objects before, I can't seem to figure out how to delete the script (if it's even possible).

 

Thanks for your help.

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Open the mod in the CK instead (unless you can edit Script parameters in TES5Edit), and see if there's a Duration property linked to the effect, or a Quantity Required Before Getting Drunk parameter for the beverage.

 

It's ill-advised to simply delete scripts from a mod, as there can be other scripts that are dependent on the one you delete, which will break the mod.

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So I opened the drunk effect in the CK and I have the option to remove the script (see screenshot). Will removing it here simply delink it from the effect (meaning that it should never be triggered) or remove it as in delete it?

 

Another option is to simply reset to default all the parameters on the image space modifier so that it triggers but doesn't change anything. I'd still have a useless script firing every time I drink something, however.

 

Xarrian also provided the script source with his mod: I might go through the papyrus documentation and have a go at modifying/recompiling it, as I have some (admittedly limited) programming experience.

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dont delete the script. it will probably just crash your game/create tons of errors in the logs.

 

Is the drunk effect a magic effect? if so you can add a property like "isPlayer == 0" that hsoud make it so the effect cant be active on the player... i dont really wanna install requiem just to check that.

 

You can add properties to most effect types. So if possible do that and see if it works

 

edit: 370MB? not downloading that sorry

Edited by h4n4
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  On 7/29/2014 at 9:07 PM, h4n4 said:

dont delete the script. it will probably just crash your game/create tons of errors in the logs.

 

Is the drunk effect a magic effect? if so you can add a property like "isPlayer == 0" that hsoud make it so the effect cant be active on the player... i dont really wanna install requiem just to check that.

 

You can add properties to most effect types. So if possible do that and see if it works

 

edit: 370MB? not downloading that sorry

 

In the end what I did was I made a new effect that was a copy except didn't trigger the script, and then set all alcohol items to use that. A bit hacky, but it works. I'm new to these forums: is there a way to mark my post as resolved?

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  On 7/29/2014 at 9:18 PM, aenda said:

 

  On 7/29/2014 at 9:07 PM, h4n4 said:

dont delete the script. it will probably just crash your game/create tons of errors in the logs.

 

Is the drunk effect a magic effect? if so you can add a property like "isPlayer == 0" that hsoud make it so the effect cant be active on the player... i dont really wanna install requiem just to check that.

 

You can add properties to most effect types. So if possible do that and see if it works

 

edit: 370MB? not downloading that sorry

 

In the end what I did was I made a new effect that was a copy except didn't trigger the script, and then set all alcohol items to use that. A bit hacky, but it works. I'm new to these forums: is there a way to mark my post as resolved?

 

if it works^^

its never resolved... just forgotten (no)

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