Athyra Posted March 29, 2012 Author Share Posted March 29, 2012 I am running into one problem.If I update the script, and quest, and make a new .esp file, and then load a game that had already started this quest and done it's startup stuff, it wont run the script again.Make the quest start on a "oncellchange" (or something like that) event from the story manager, that would start it pretty much anytime. Remember to make sure the quest ends and it doesn't starts again if you dont need it though, no need for having the quest running everytime the story manager fires off that event. CreationKit.com wiki has... 2 story manager tutorials i believe. Just poke at it a lil bit, it isnt that complex to use. You have more luck than me dealing with perks though, i tried to make a lever that added some testing perks to the player, it didnt worked at all for some reason. Have a look at my quests/scripts if they help, by all means. The way I solved my problem was actually like this:The quest adds a perk. Just one perk. It never needs to change that perk or add it again or anything.That perk can change as many times as I want, the effects are modified through abilities and spells etc inside the perk.That way the quest only fires once, the 1st load of the 1st version, even on updates it doesn't fire again, only the effects of the perk.If the mod is removed, the perk and quest are removed, and allows for easy clean saves. :) For anyone reading this wanting to duplicate the effect:For an easy example of what I did, check out the no-tree optional file in this mod: http://skyrim.nexusmods.com/downloads/file.php?id=10037 Link to comment Share on other sites More sharing options...
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