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[Question] How to start an init script ?


cray935

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Hey guys, I hope these forums aren't dead, yet :)

 

I started modding again and wanted to add some books to the world by altering the leveled lists at runtime. So I made a simple onInit() event script and attached the script to a static object in a new cell. The problem I have is that the script won't execute (I guess the cell is not loaded until player accesses it, right?) The background for these works are that my mod should not conflict with any other so touching vanilla stuff is not an option.

 

So does anyone have a good idea to get onInit running without touching the vanilla cells? It would be great if someone could point me in the right direction, a mod example whould be enough though :)

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Yes, I already were afraid that this is an issue. Do you have any thoughts how I could execute the script on entering a savegame?

 

I think it was hunterborn which uses MCM menu for starting the mod manually. But this whould rely on SkyUI ....

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Create a quest with an alias set to the player and attach a script to the alias with your OnInit() inside it.

 

Sounds good, I'll give it a try. Thank you :smile:

 

EDIT: The advice worked.

Edited by cray935
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