Difference between revisions of "Talk:Unplayable Items"

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580 bytes added ,  01:55, 7 November 2006
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imported>Reinhartmenken
imported>Reinhartmenken
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I agree with you as you said that many individuals came up with the idea on themselves, and actually cannot careless about credits. I came up with it before I knew this was used in Oblivion too, instead inspired by NWN mods I've played in the past. I'm only against misleading miscredits (if one wants to credit at all).
I agree with you as you said that many individuals came up with the idea on themselves, and actually cannot careless about credits. I came up with it before I knew this was used in Oblivion too, instead inspired by NWN mods I've played in the past. I'm only against misleading miscredits (if one wants to credit at all).


Anyways, on a sidenote, I recall seeing the script that GuidoBot removed, and remember using it in one of my private mod too, and it works. Just so you know, GuidoBot *wink* [[User:Reinhartmenken|Reinhartmenken]] 01:03, 7 November 2006 (EST)
Anyways, on a sidenote, I recall seeing the script that GuidoBot removed above, and remember using it in one of my private mod too, and it works. However, when used in succession for too many times (in my experience twice) can cause the game to freeze up combat keys (block, attack, cast) and crash when trying to load. One way to solve it is to delay the time between two "reference.activate" functions are executed; either by placing the other "reference.activate" function somewhere else in the script and use another condition to fire it (such as doonce, etc), or try to put some other script to fire before executing the next "reference.activate" function (haven't tried one of these, can't remember which, sorry). Just so you know, GuidoBot *wink* [[User:Reinhartmenken|Reinhartmenken]] 01:03, 7 November 2006 (EST)

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