cray935 Posted August 31, 2018 Share Posted August 31, 2018 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 :) Link to comment Share on other sites More sharing options...
Evangela Posted August 31, 2018 Share Posted August 31, 2018 Init wont fire for objects until the object is loaded for the first time. This means you have to enter the cell the object is in. Link to comment Share on other sites More sharing options...
cray935 Posted August 31, 2018 Author Share Posted August 31, 2018 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 .... Link to comment Share on other sites More sharing options...
Deleted3897072User Posted August 31, 2018 Share Posted August 31, 2018 Create a quest with an alias set to the player and attach a script to the alias with your OnInit() inside it. Link to comment Share on other sites More sharing options...
cray935 Posted August 31, 2018 Author Share Posted August 31, 2018 (edited) 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 August 31, 2018 by cray935 Link to comment Share on other sites More sharing options...
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