mmdestiny Posted September 7, 2018 Share Posted September 7, 2018 (edited) Hey gang, If I'm adding some items to leveled lists through a RunOnce Quest script injector, I know that when the mod is uninstalled there will be a null record in the list that could potentially throw off drop chances.I also know that the only way to remove the items from the leveled lists would be to run the Revert() function, which strips ALL script-added content from the list, but what is the scope of that function?What I'm trying to ask is, could position in the load order restrict what gets hit by revert? Like if my mod that injects content once on install is higher up than mod B which injects content once on install, would mod B's content be reverted too? I would ASSUME so, since leveled lists seem to be carried with the save, not recompiled each load. Thoughts? Edited September 7, 2018 by mmdestiny Link to comment Share on other sites More sharing options...
Reneer Posted September 8, 2018 Share Posted September 8, 2018 My guess is that Revert() behind the scenes simply says "OK, replace this leveled list with whatever its FormID records say is in the list". So, yes, I'm pretty sure it removes ALL script-added forms. Link to comment Share on other sites More sharing options...
deadbeeftffn Posted September 8, 2018 Share Posted September 8, 2018 As Reneer said. All script added forms will be removed. There are also some forms added by official DLCs (iirc: loads of steel, wood, ceramic, etc.) and they will be removed too. To use revert() is a bad idea ;-) Link to comment Share on other sites More sharing options...
mmdestiny Posted September 8, 2018 Author Share Posted September 8, 2018 Thanks for the responses. Is it true then that there are no alternative methods to remove the null records left behind if the mod is uninstalled?I guess the next question is, will it matter? If my understanding is correct, it would only affect drop chances on lists that do NOT have "Use All" checked. However there would be no actual "problems" if the null is selected, just a drop of "zero nothings" haha. Link to comment Share on other sites More sharing options...
JonathanOstrus Posted September 9, 2018 Share Posted September 9, 2018 Thanks for the responses. Is it true then that there are no alternative methods to remove the null records left behind if the mod is uninstalled?I guess the next question is, will it matter? If my understanding is correct, it would only affect drop chances on lists that do NOT have "Use All" checked. However there would be no actual "problems" if the null is selected, just a drop of "zero nothings" haha. Skipping past my normal rant about not removing mods mid-game. For the end user they might be able to get away with using FallrimTool to clean the nulls from form lists in their saves. Though that's asking a lot from users. And adding potential to screw things up. Link to comment Share on other sites More sharing options...
Evangela Posted September 9, 2018 Share Posted September 9, 2018 (edited) Thanks for the responses. Is it true then that there are no alternative methods to remove the null records left behind if the mod is uninstalled?I guess the next question is, will it matter? If my understanding is correct, it would only affect drop chances on lists that do NOT have "Use All" checked. However there would be no actual "problems" if the null is selected, just a drop of "zero nothings" haha.That is one of things you can't truly idiot-proof, even when doing the above suggestion. They know the consequences for mod removal, but they do it anyway. All can you do is implement a system to remove your added forms and hope they use it prior to uninstalling the mod. Edited September 9, 2018 by Rasikko Link to comment Share on other sites More sharing options...
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