Ironman5000 Posted March 18, 2013 Share Posted March 18, 2013 Just thought I would ask if anyone knows of any unwanted repercussions of adding lines to vanilla scripts in the GECK, I had an idea to make the game a lot more fun but some of it could involve making some minor changes to some quest related scripts. Has anyone tried this before, and is this a good idea? Keep in in mind they be minor additions not changes that do not directly interfere with quest functions, I just want to share triggered events if that makes sense. Link to comment Share on other sites More sharing options...
rickerhk Posted March 19, 2013 Share Posted March 19, 2013 It creates an override, just like any other edit. So it's the same risk as editing any other vanilla object - some other mod might edit it too ;)Of course, just like anything else, there's also the possibility to introduce an unforeseen bug.It's your mod and if it's something you want to do then why not? I've mostly seen bug-fix mods and overhaul mods edit vanilla scripts. Link to comment Share on other sites More sharing options...
Ironman5000 Posted March 19, 2013 Author Share Posted March 19, 2013 I figured as much but it's always good to get confirmation from someone with more experience in this area before I decide making these edits. It's nothing major or complicated so if there is compatibility issues then i'm not that bothered unless someone asks me for a compatibility patch :P Thanks for the reply, I will make a start then! :thumbsup: Link to comment Share on other sites More sharing options...
rickerhk Posted March 19, 2013 Share Posted March 19, 2013 Another way to approach it is to make your own quest with a script with a delay of 1 second or so. Then you monitor the progress (read-only) of other quests and then do your thing as stages or variables in the other quest occur. If something is timing critical then your script can be on an un-playable token in the player's inventory. Link to comment Share on other sites More sharing options...
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