pkleiss Posted July 24, 2010 Share Posted July 24, 2010 Just set your MyRefVar to something like apple before calling the new script. If the new script borked, MyRefVar will still be equal to apple. If MyRefvar != apple I use this kind of thing to ensure the users of my mod have FOSE installed. I got tired of replying to questions about how this or that was not working when the user just didn't bother to read the requirement for the mod. So now, if they don't have FOSE, they get an annoying pop up message every 10 seconds telling them to quit and install FOSE. But checking for FOSE will crash the script if the user doesn't have it installed. So, I split the code into two quest scripts, if the first borks, the second displays the message, if it doesn't, then both quests are stopped. Link to comment Share on other sites More sharing options...
phoneyLogic Posted July 24, 2010 Author Share Posted July 24, 2010 OMG, it works!Me feels kind of stupid now since the obvious I havent tried :pinch: Script:ref rArmorREF..................Begin OnDrop playerset rArmorREF to ( player.GetEquippedObject, 2 )if rArmorREF <------- the magic line, checks whether the rev variable is set or not Player.UnequipItem rArmorREF 0 1Player.EquipItem rArmorREF 0 1endifEnd.................. So ..... it's fixed now. :whistling: Thanks to everyone for your replies. @ pkleissThanks for the tipp with the FOSE check. :smile: I think I'll try that as well. Link to comment Share on other sites More sharing options...
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