Lazarus Magni wrote...
I am glad I have not offended you Funky. Ok so I will give this a try as I described above in my last post. Just so I am clear, will this script then update all items (equiped, and in their inventory [including bags]) to the blueprints stored in the module (or hak, in my case as I had to move all items to the cep_custom.hak to get the mod size below the resource limit), the first time a player logs in, destroy any items it doesn't find a blueprint for, and then flag the PC so that it doesn't run again on subsequent loggins?
That's exactly what it will do, yes. As always, I would test it before it goes live, to make sure it works. It's possible, for example, that you no longer have a pwdata table, if your predecessors removed it in favor of another (though I don't think many people do that). In that case, it'd replace them every time, not just the first, which would be a fair amount of unneeded overhead.
Funky





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