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reset a plot flag?


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6 réponses à ce sujet

#1
epidemicz

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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
TimelordDC

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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.

#3
Phaenan

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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
epidemicz

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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.

#5
Phaenan

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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);


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.

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.

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
epidemicz

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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
epidemicz

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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!