ReDragon2013 Posted September 24, 2017 Share Posted September 24, 2017 My previous posting is too big to edit anything. Link to comment Share on other sites More sharing options...
foamyesque Posted September 24, 2017 Author Share Posted September 24, 2017 (edited) My previous posting is too big to edit anything. Heh, yeah, I ran into the same problem. Concerning SKSE: That's actually what occasioned me running into these issues. I have a control quest that turns on an MCM menu and provides certain defaults to the rest of the scripts (refresh intervals, for example), and I knew that given the very extensive use I make of SKSE I'd eventually need a test to check whether or not SKSE was around. Doing so every time I touched an SKSE function would be a giant pain, so what I did was add a test to the OnInit event of that quest, and an OnPlayerLoadGame event to a player alias on that quest that refires that OnInit, and then did some state magic so that if the mod is loaded when SKSE is enabled, it turns on in the ordinary way; if it is loaded when SKSE is *not* enabled, it will shut down (if it had had SKSE beforehand) or not start (if it is already shut down). I haven't been able to properly test the second piece, because I can't seem to get my copy of Skyrim to boot without SKSE -- even directly from Steam -- but I added an MCM option to manually shut down and start up the rest of the quest. In order to speed iterating through the mannequins, I added the preboot, so that the only thing the loop through that needs to wait for is a RegisterForUpdate. And then when I started testing all of these I noticed my stuff was starting up wonky now in some circumstances. I've actually had some ideas for a complete re-write of the major pieces of the scripting, splitting it into stuff that works on all containers -- most of the inventory control and merchant-chest linking bits -- and stuff that is actor and mannequin specific (AI, carry weight, the gender toggling, and so on), and moving it into ReferenceAlias scripts so as to be able to apply it to stuff pre-existing in the world. If you're still interested I can show you the key scripts once I'm done. Edited September 24, 2017 by foamyesque Link to comment Share on other sites More sharing options...
foamyesque Posted October 8, 2017 Author Share Posted October 8, 2017 Whee finally more or less finished the redo. As a bonus Quests give me way more control over start and stopping so my previous issues with states going weird have vanished and it now fires up properly, saved game or not. :) Link to comment Share on other sites More sharing options...
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