NexusComa Posted November 29, 2016 Share Posted November 29, 2016 (edited) All good, I figured that was the goal you just can't add that to theOninit() event as that kicks off everytime the game is loaded.In an Event OnActivate() or any other Event that would fire and be fine. For the Oninit() it should read:----Event OnInit() ; some stuff needed for this script ; some stuff needed for this script GoToState("Done")EndEvent or just Event OnInit() GoToState("Done")EndEvent Your Event OnWhatever() here Game.GetPlayer().RemoveItem(Gold001, 1000, true) GoToState("Done") ; you can drop this in or notEndEvent Ending the script with a:----State done ;do nothingendState All your "OnEvent" Events will still trigger fine.This is so when Skyrim loads up your script don'tbog it down at all, adding to longer loading times. Unless this is a fragment script off a quest. I really haven't worked with them to much.It may even be the way to do it there ... ( for said reason ) Also: just like to add the variable you used Gold001 just happen to be the real global variableSkyrim uses for player gold ... So Autofill will work when adding it in the Creation Kit nicely.Without having to add a definition for a new variable and swapping values back and forth. Edited November 29, 2016 by NexusComa Link to comment Share on other sites More sharing options...
IsharaMeradin Posted November 29, 2016 Share Posted November 29, 2016 FYI - More detailed information about using properties and variables: http://www.creationkit.com/index.php?title=Variables_and_Properties_(Papyrus) Link to comment Share on other sites More sharing options...
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