SkjoldBjorn Posted September 7, 2012 Share Posted September 7, 2012 So i noticed that sometimes during my questmaking and setting up scripted objects or activators that they do not work properly the first time i fire up the game after saving my mod. They do however work if i restart the game again. - I always use a good loading order, neither do i use a lot of mods so that one can be ruled out. - The mod is of course an .esp at the moment as it's a work in progress.- I run all tests with the CK open for practical reasons.- I use a neutral savegame that was saved without mods. This does not have any big ramification for me or anyone using the mod, but i would like to know the reason why this happens, things that are usually not working on a testrun is: - Shield/weapon racks/displays- Quests that involve for example buying a house or moving your spouse. ( I have made my own quests for these things ) This have made some extra work for me in the past because i thought something was not working as it should, but then i found out by an accident that it worked if i just restarted the game and it works from there on and out as long as i do not change any records in the mod meanwhile like changing anything at all in the CK even if it's not related to the scripts or quests that are afflicted. Bottom line is that scripted events, objects, quests does not always activate. I wan't to know why because i want to understand and adjust after that instead of sitting here like a clueless simpleton. I have tried searching for this without any good answer or related post at all. Elaborated example: I made a quest that allows you to bring your wife to all my custom made houses and also my own quests that lets you buy houses and upgrades like vanilla skyrim already does, if i go into the CK after testing to move objects or change anything at all in that mod when i restart the game they do not activate immediately after loading a savegame. So the only logical answer i can think of is that this is a savegame issue, have in mind that i always have neutral savegames that are saved before this mod was loaded for practical and safety reasons, so if something is'nt working i always load a savegame that excisted before the mod was made, this have usually fixed the problems i've had with mods earlier because sometimes savegames gets fubared by excessive plugin installs and uninstalls. So if anyone know the answer to this one that would be great. Thanks in advance. Sk8on Link to comment Share on other sites More sharing options...
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