Funkonaut Posted January 31, 2016 Share Posted January 31, 2016 Had a bit of trouble figuring how to summarize my issue in the title. I am updating a mod I released a couple of years ago (Honeystrand Meadery), mostly just refactoring scripts and fixing bugs. As such, I've changed quite a lot in my main quest's Papyrus script. It compiles fine, and I see my changes working in game. What's weird is, it seems to simultaneously still be running some of the old code that no longer exists. As a basic example, I am still seeing debug.notification messages from the old version. I've run a search and these messages do not exist anywhere in my current scripts. I see this issue even when I load the mod from a "clean" save. Is there some other place an old compiled version of the script could be hiding? And why would it run both of them? How is it even working at all if that's the case? Another example is there is a function I *used* to call in OnInit(), that I moved elsewhere. Now when I test the mod, that function gets called BOTH in OnInit() and in the current, proper place. Any help or advice greatly appreciated. Link to comment Share on other sites More sharing options...
Di0nysys Posted January 31, 2016 Share Posted January 31, 2016 If you're upgrading an old save naturally the old code will still be there. The only way to make sure old code doesn't show up is a clean save. Link to comment Share on other sites More sharing options...
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