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Is there a way to reset a mod in game?


Launius

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I wrote a script that uses the placeatme function, and although there is a limit on how many times it can be used, I want to give the user more freedom with it. So first of all, will turning off a mod reset any save game bloat caused by using the placeatme function? If not, it kind of voids my next question. If it does, like the title inquires, is there a way to reset a mod in game? My plan is:

if (count >= X+1)
    message box "Do you wish to lose all placed objects and reset count to 0?" "Yes" "No"
    if (GetButtonPressed == 1)
         ;do nothing
    elseif (GetButtonPressed == 0)
         ;reset mod

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I think that maybe bloat associated with vanilla Oblivion objects summoned by PlaceAtMe is stuck in your game forever. But it seems like if the items were custom items with unique form IDs, then perhaps the game could not keep them as bloat. I am not sure about that though.

 

I do not believe you can deactivate a mod and reactivate it without exiting Oblivion and restarting it a couple of times. (Assuming that you make a clean save in between deactivation and reactivation.)

 

For many uses, you can avoid PlaceAtMe by using the Enable command on initially disabled objects and actors, or use the MoveTo command to bring the objects or actors from a storage cell when they are needed. If you reuse actors, you can also use the Resurrect command. You can build a mod so it doesn't even have PlaceAtMe.

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Thanks for the info. I have already pretty much overhauled the scripts. The mod is practically built around the .moveto function, lol. It is working out quite nicely. Thanks again. Edited by Launius
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