Jump to content

Vanilla script Properties fill, non-vanilla script Properties do not...


Recommended Posts

It's almost certainly an issue with the script instances already being stored in the saved game file. To test modifications to existing scripts almost always requires a completely new game. That's another reason for avoiding editing original scripts, testing any changes is a major pain.

 

 

I imagine it's what cooley said. Properties get filled on init. So if you are loading a save after whatever the script is attached to was already first loaded, the new properties will not fill correctly. You can try opening the console and using reloadscript, but I doubt even that would cause the new properties to fill if whatever the script is attached to was already initialized. Could be wrong on that, though. Worth a try.

 

Cheers guys. Going by that I assume its because its a script attached to an object rather than a quest, a quest being essentially dynamic (sorry for the inexact terminology but I think you know what I mean, quests get updated/stopped/restarted and their scripts get a chance to re-initialize, objects do not unless its a fresh game.) Very interesting. :happy:

 

 

If you need it to attach to an object, you could use a quest and then point to that object as a quest alias. Not sure if that's a viable solution for whatever you're looking to do here, but that's one way to attach new properties because you could attach a new script to the reference alias that will init when the quest is started, not when the object is first loaded.

 

It's clunky, I'm just throwing out possibilities.

 

Hmm, now theres an idea, there is a radiant quest system in question so it could fill an alias on that I guess. I'll try it, thanks!

Edited by soupdragon1234
Link to comment
Share on other sites

If you need it to attach to an object, you could use a quest and then point to that object as a quest alias. Not sure if that's a viable solution for whatever you're looking to do here, but that's one way to attach new properties because you could attach a new script to the reference alias that will init when the quest is started, not when the object is first loaded.

 

It's clunky, I'm just throwing out possibilities.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...