dylbill Posted April 22, 2021 Share Posted April 22, 2021 @Maxarturo Yes, it should be fine to add things to your scripts even if they are already loaded. This is how I've updated my mods and I haven't had an issue with it. If you need to change property values, you can do so with another update script, but can't change them in the Creation Kit. As in the example I showed, if I wanted to change the ArmorA property to the gauntlets. I would make a new quest and put an update script to do so. Scriptname TM_QuestUpdateScript Extends Quest TM_QuestScript Property TM_QuestScriptRef Auto Armor Property ArmorDaedricGauntlets Auto Event OnInit() Utility.Wait(1) TM_QuestScriptRef.ArmorA = ArmorDaedricGauntlets ;Change ArmorA in TM_QuestScript to ArmorDaedricGauntlets Self.Stop() ;Stop this quest EndEvent@Bluurps. Sorry I don't know why it wouldn't be working then. If the mod is loaded and the script is attached, you should be getting a messagebox when you start your game. Have you tried using Wrye Bash for load order? Link to comment Share on other sites More sharing options...
maxarturo Posted April 22, 2021 Share Posted April 22, 2021 (edited) Ok then... here we go! i'll test this right now with one of my massive scripts and with a save file of a mod i'm currently playing. By the way the ";" does work for removing something from a script on an existing save file, this i've tested it and it works without issues, as long as you make a save after the edit and you Load that save immediately. Thanks. Edited April 22, 2021 by maxarturo Link to comment Share on other sites More sharing options...
maxarturo Posted April 23, 2021 Share Posted April 23, 2021 Reporting. I just wanted to add that, after almost 2 days creating all the necessary stuff (projectiles, explosions, meshes, spells), i did the add-ons to one of my scripts on an existing 'playing save file' and only additions without touching anything else, and it did malfunction!!!.... But it was resolved after running the game > loading a save without the script's add-ons > creating a 'New Save' > and immediately loading that save. After this I did not face any other problems. Maybe the issues i encountered were related to the complexity + size of the script and the size of the scripted add-ons. Majority of issues: - Functions not firing - Functions firing tangled - Random CTDs (which this is quite weird, taking in account that on my playing 'Save File' and at level 70 i've encountered no more than 3-4 CTDs from the beginning of the game, I don't count CTDs from problematic mods which i've have run into some of them, but only the game and mods on my load order that are safe/well constructed and i've checked them myself through the years) Link to comment Share on other sites More sharing options...
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