Difference between revisions of "Talk:AddPerk"

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328 bytes added ,  09:50, 17 April 2009
→‎Codearound: ooh, cool!
imported>Cipscis
imported>DewiMorgan
(→‎Codearound: ooh, cool!)
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         If player.HasPerk ExamplePerk
         If player.HasPerk ExamplePerk
             player.RemovePerk ExamplePerk
             player.RemovePerk ExamplePerk
             Message "ExamplePerk Disabled - mod is now safe to remove."
             ShowMessage "ExamplePerk Disabled - mod is now safe to remove."
         Else
         Else
             player.AddPerk ExamplePerk
             player.AddPerk ExamplePerk
             Message "ExamplePerk Enabled - don't uninstall this mod without disabling!"
             ShowMessage "ExamplePerk Enabled - don't uninstall this mod without disabling!"
         EndIf
         EndIf
     End
     End
Line 36: Line 36:
     End
     End
::::One minor point - the name of the function for making a message appear is [[ShowMessage]], not "Message".<br /><br />One idea that I saw come up a while ago that I found quite interesting was to "catch" when the player was saving their game, and remove the perks from the save, then adding them back again afterwards.  While this was possible for regular saves and console saves, it was not so for quicksaves, autosaves, or scripted saves.<br /><br />Once FOSE v2 is released, it will be possible to create a plugin that can detect autosaves, and activate all Activators within a dummy cell before and after a quicksave is created.  This could be used to utilise "save-catching" in a mod so that an uninstallation method is not (necessarily) required.  However, such a method ''would'' require FOSE, and some perks may need to be set up a little differently so that there aren't any bugs when they are added back after saving.<br />-- [[User:Cipscis|Cipscis]] 22:39, 16 April 2009 (UTC)
::::One minor point - the name of the function for making a message appear is [[ShowMessage]], not "Message".<br /><br />One idea that I saw come up a while ago that I found quite interesting was to "catch" when the player was saving their game, and remove the perks from the save, then adding them back again afterwards.  While this was possible for regular saves and console saves, it was not so for quicksaves, autosaves, or scripted saves.<br /><br />Once FOSE v2 is released, it will be possible to create a plugin that can detect autosaves, and activate all Activators within a dummy cell before and after a quicksave is created.  This could be used to utilise "save-catching" in a mod so that an uninstallation method is not (necessarily) required.  However, such a method ''would'' require FOSE, and some perks may need to be set up a little differently so that there aren't any bugs when they are added back after saving.<br />-- [[User:Cipscis|Cipscis]] 22:39, 16 April 2009 (UTC)
:::::Thanks, fixed the showmessages! The save-catching method sounds the best so far: a best-practice version of the code would be a great resource, especially after the release of FOSE v2. I guess ideally the code should fail back to just doing it for regular saves if FOSE isn't installed, if that could be detected.
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