methodkid Posted October 10, 2017 Share Posted October 10, 2017 I made a mod the other day that basically just involved changing a few values of one of Skyrim's scripts. After publishing it though I learned that this script is more or less run directly when you create your character. So no one that had already started a character could use my mod without making a new character. So my question is how do I make a script that goes back and changes those determined values of the first script? I assume it would involve importing that script somehow. I'm just not sure how to link this new script to the original one. The idea is that this new script should be run once, and change the values of the old script, so the users don't have to create new characters to use the mod. Link to comment Share on other sites More sharing options...
FrankFamily Posted October 10, 2017 Share Posted October 10, 2017 (edited) Depends on the specific situation but here an example that might help: Say I have a quest (QuestWithStuff) with the following script: Scriptname ScriptWithStuff extends Quest Int Property SomeStuff Auto Int OtherStuffI can change SomeStuff's value from another script because it's a property, I cannot change OtherStuff though. You'd something like this: Scriptname StuffChangingScript extends Quest ScriptWithStuff Property QuestWithStuff Auto ;autofill in ck, this basically points to the quest above Int NewValue Function DoIt() QuestWithStuff.SomeStuff = NewValue EndFunctionI believe you could also do this, whatever is clearer. Scriptname StuffChangingScript extends Quest Quest Property QuestWithStuff Auto Int NewValue Function DoIt() (QuestWithStuff as ScriptWithStuff).SomeStuff = NewValue EndFunction Edited October 10, 2017 by FrankFamily Link to comment Share on other sites More sharing options...
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