theimmersion Posted March 5, 2015 Share Posted March 5, 2015 I was absent for a few months and now im back but didnt check the new updated wikis regarding scripting.Last time i checked, i was supposed to use RegisterForUpdate() in scripts. I started getting problems with my mod the more i advance it and it requires me to start a new game for the script to take effect with its new code. So i googled. Googled this whole day, whole day trying to fix it. Didnt find anything except save cleaners and what not. I need a tutorial to make a mod update fix for the script that i can release to those that downloaded older version mods. I start new game, no problem with me, but many dont like starting a new game for a s*upid mod that f*cked up and makes save files bloat.So i learned im to use RegisterForSingleUpdate but its too late, got some mods out there with the old problematic way as it turns out.Who knows how many of my mods projects i deleted just thinking it cant work, while all i had to do is use a different OnUpdate registration. So heres the deal. I already asked this as a reply in a very old post but i dont think it gets much ppl to see and who knows when i am about to see an aswear so i made a new topic for a definitive answers and examples if possible.Heres where i originally asked and whats it about:http://forums.nexusmods.com/index.php?/topic/856811-how-do-i-stop-a-running-script/ SCRIPT ONEEvent OnUpdate()Debug.Notification("Didnt work")unregisterforevent()EndEvent And i got the "didnt work" notification over and over again. Also tried a new script like this in the same quest. SCRIPT TWOSCRIPT ONE Property KILL AutoEvent OnInit()Debug.Notification("Killing script")Kill.UnregisterForUpdate()EndEvent Get the "Killing script" notification once but still getting "Didint work" Notification. Removed the Script two and made a new quest and put the script two on it.Still the same, get the killing script noti. once but get the didnt work noti. infinitely. Whats even more odd, if i disable the mods plugin, the didnt work notification is still looping on the screen. Only if i remove the script or make it blank does it stop or start a new game. See my problem?I made a mod with such a code, now i want to update the mod with more features but with the proper code this time that doesnt leave a OnUpdate bloat on save anymore but how do i replace the old code with new without requiring a new game from mod users?? Please help me and anyone that might ever get in such a situation (god forbid). Link to comment Share on other sites More sharing options...
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