stonefisher Posted October 4, 2017 Share Posted October 4, 2017 I was wondering what remnants are left behind and how I can clear them out with a consumable before my mod can be uninstalled from someone elses game. Link to comment Share on other sites More sharing options...
Zzyxzz Posted October 4, 2017 Share Posted October 4, 2017 Make sure all scripts are terminated. For example you have a quest that runs a script like: while GlobalValue = 1do stuff;endWhile If you now uninstall the mod, the quest and etc is gone but the instance of the script is going to continue and will run further. If someone wants to uninstall the script, you need to set the global value to 0 and the script will run through and terminate. When the event doesnt retrigger it and repeats it. This is a very simple example. Also, all references that your script binds are persistent and will be saved with the save file. For example a referance alias script. Make sure they get cleaned when not needed anymore. Easy said:All scripts need run to fast and need to end at some point. Scripts need to be terminated before disabling. Looping for ever is bad. Here is a example video from Skyrim, it shows orphaned scripts in action: Link to comment Share on other sites More sharing options...
kitcat81 Posted October 4, 2017 Share Posted October 4, 2017 You can use a condition in your scripts before running some functions that might trigger after uninstalling. It can happen if you have registered your script for some events. IsBoundGameObjectAvailable() Link to comment Share on other sites More sharing options...
stonefisher Posted October 4, 2017 Author Share Posted October 4, 2017 (edited) What about scripts attached to objects like armour? Edited October 4, 2017 by stonefisher Link to comment Share on other sites More sharing options...
stonefisher Posted October 4, 2017 Author Share Posted October 4, 2017 Can I use a savegame cleaner to check for orphaned scripts? Link to comment Share on other sites More sharing options...
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