MTichenor Posted August 11, 2012 Share Posted August 11, 2012 (edited) I created a Quest, and created a ReferenceAlias that points to the player. I then attached a script to the ReferenceAlias that goes something like this: Scriptname SkyRealismScript extends ReferenceAlias Event OnInit() ; Update every 10 minutes of game time. Debug.Notification("Mod Activated") RegisterForUpdateGameTime( 1.0 / 6.0 ) EndEvent Event OnUpdateGameTime() ; Do Something Interesting. EndEvent Now, the problem is that when the Debug.Notification() line is included, the mod works exactly as it should...performing all calculations as I want it to. However, when the Debug line is removed, the mod simply stops working. Can anyone explain why this happens, and how to prevent it? Edited August 11, 2012 by IndigoNeko Link to comment Share on other sites More sharing options...
Recommended Posts