Difference between revisions of "Talk:Global Scripts"
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::This is exactly what I also assumed was going on. I haven't determined whether this also applies to scripted object variables (e.g. tokens) because I have such mixtures of stuff in my MODs right now. If not then this would be a reason to avoid quest scripts for global variables! This is a very nasty bug in OB, one that the majority of modders should be made aware of and, hopefully, Bethseda themselves for a later patch. It might explain many of the wierder bugs experienced in script-based MODs to date - in fact I'm amazed it isn't a source of issues for their own [quest] scripts [that do not rely on stages]. [[User:GuidoBot|GuidoBot]] 20:44, 24 October 2006 (EDT) | ::This is exactly what I also assumed was going on. I haven't determined whether this also applies to scripted object variables (e.g. tokens) because I have such mixtures of stuff in my MODs right now. If not then this would be a reason to avoid quest scripts for global variables! This is a very nasty bug in OB, one that the majority of modders should be made aware of and, hopefully, Bethseda themselves for a later patch. It might explain many of the wierder bugs experienced in script-based MODs to date - in fact I'm amazed it isn't a source of issues for their own [quest] scripts [that do not rely on stages]. [[User:GuidoBot|GuidoBot]] 20:44, 24 October 2006 (EDT) | ||
:::There might be a difference between how the game handles plugin-added scripts and those existing in the .esm. Not that I have any evidence to back that up. ;) Would be a good thing to test. [[User:Scruggs|Scruggs]] 20:54, 24 October 2006 (EDT) | :::There might be a difference between how the game handles plugin-added scripts and those existing in the .esm. Not that I have any evidence to back that up. ;) I do kinda doubt a bug like that affecting the vanilla quests would slip by QA, though. Would be a good thing to test. [[User:Scruggs|Scruggs]] 20:54, 24 October 2006 (EDT) |