reset a plot flag?
Débuté par
epidemicz
, août 13 2010 03:02
#1
Posté 13 août 2010 - 03:02
Hi guys, I just finished following werikk's guide (very awesome). In the guide we make a main plot flag and I'm just wondering how can I reset it back to false? I've tried disabling and enabling the module plenty of times, even recreated the plot flag and exported the module, over and over with no luck
How can I get my plot flag to reset? I would like to have it so that if I disable and enable to module the flag is reset.
#2
Posté 13 août 2010 - 05:03
Plot flag information is stored in your save game so you cannot reset it just by disabling/enabling module, AFAIK.
To reset it, just modify the script to set the flag to false, save and export it. That should do it.
To reset it, just modify the script to set the flag to false, save and export it. That should do it.
#3
Posté 13 août 2010 - 08:46
You could always try RemoveQuest to delete a specific plot, but unless there are journal entries involved simply setting the flags back to their default values will do just fine.
#4
Posté 13 août 2010 - 02:15
Hi guys, thanks for taking the time to respond.
Phaenan, how do you suggest I set the plot flag? Do you mean via the script just setting it = FALSE once? If so that seems very clumsy to me.
If you take a look at the raven respec mod(http://social.bioware.com/project/469/), you'll see that if you disable/enable the mod you get a message box the first time you run it telling you about the mod. This is basically the behavior I want to mimic.
Phaenan, how do you suggest I set the plot flag? Do you mean via the script just setting it = FALSE once? If so that seems very clumsy to me.
If you take a look at the raven respec mod(http://social.bioware.com/project/469/), you'll see that if you disable/enable the mod you get a message box the first time you run it telling you about the mod. This is basically the behavior I want to mimic.
#5
Posté 13 août 2010 - 03:40
epidemicz wrote...
Phaenan, how do you suggest I set the plot flag? Do you mean via the script just setting it = FALSE once? If so that seems very clumsy to me.
Well, yeah. To FALSE or TRUE, depending on what's the default value is for that flag. E.g :
WR_SetPlotFlag(plotUID, flagID, FALSE);
Hm, I just tried to make sure, but the initial popup only kicks in once. Even if you disable a mod, force load a save, and save again without the mod enabled, the mod's plots data (among other stuff) isn't removed from the savegame. So the next time the addon is re-enabled, the plot flags still have the very same value they had before it was disabled.If you take a look at the raven respec mod(http://social.bioware.com/project/469/), you'll see that if you disable/enable the mod you get a message box the first time you run it telling you about the mod. This is basically the behavior I want to mimic.
And despites what I said in the previous message, I'm not even sure RemoveQuest() provides a hole in this loop ; I just tried and the flag values are still there no matter what.
#6
Posté 13 août 2010 - 04:31
Damn, I could have sworn that I get that message every time I re-enable that mod. Maybe I'm thinking of the message that comes up when you drink the potion? Call me crazy, but I still think I get some message upon loading up the first time. Maybe its another mod? I only have the stone prisoner, blood dragon armor and the respec mod. Then again, why would mine do it and yours not? Bah, well I'm certainly the newbie here, so I may be talking out of my hat. I'll update when I get back home.
#7
Posté 13 août 2010 - 11:58
Wow, I'm such a ****. I got nothing either, I must have been thinking about the message that comes up with the potion. Oh well it's all good. I appreciate the help though. See ya!





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