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Doors in Aceguard - Part 1 - Code Patcher and Mission Delay

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Mod version:1.0
Game version:all
The mod has been successfully tested for the absence of viruses
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About This Mod

GATES TO AESGAARD by ThePriest909 is a bash-patch merge plugin that fixes Episode One scripts for better performance. Also delays tasks to prevent spam messages at the beginning of the game. Learn more about strange fixes in Gates to Aesgaard 1 and 2... Scripting: Various 'begin gamemode' scripts in Gates to Aesgaard - Episode One rarely use 'do once' style conditions. This means that the commands output by this script are executed every frame of the active game. For example, this mode outputs the command "start main quest Gates to Aesgaard" every frame while the player is outside of Kirodiil, regardless of whether the quest starts or not. Another example: mod adds some scripts to enemy NPCs, which output a "equip this NPC with this special armour set" command every frame while the game is active. For obvious reasons, this is very, very bad; I have reviewed all the scripts that had such a script in GATES TO AESGAARD - Episode One, and corrected them so that these commands worked only once. I'm still a beginner scripter, but over the past year I've learned a lot about scripting, and I've noticed it in the mods I use (creators don't use the "do it once" clause properly to prevent commands from firing every frame), as well as my obsession with cleaning up Oblivion's mod list (how do you think why I've made so many Roberts/HGEC? patches), which could easily lead me to create scripting patches for hundreds of other addons I use, but the thought of me being sucked into this rabbit hole fills me with absolute horror and despair. I will force myself not to make such script patches anymore (the only exception is Gates in Aesgaard 2...). (I will patch scripts for this fashion). Mission Delay: The launch mission for GATES TO AESGAARD - Episode One is written so that it starts as soon as the player enters the Cyrodiil realm. This resulted in annoying spam messages as soon as the player left the Imperial City sewer at the beginning of the game. Another drawback to the game was the sudden appearance of a mysterious letter as soon as the player got out of the sewer under prison. The terms of the start of the quest have been changed so that players have to purchase one of the vanilla houses from the base game and enter it to receive the letter from which the quest begins. Players enter the house and find the letter in the mail. This is a more exciting and logical solution. I also tried to lock the front door of Ashen Rose's house so that the player could not enter before the quest began, but for some reason I cannot lock the door. If you open my .esp file in test4edit, you'll see that my plugin sets the lock level of the front door so that the Ashen Rose key is required and removes the flag that keeps the door open by default. Currently, the only way to successfully lock the door is to completely remove it and replace it with a brand new one, but then my plugin will no longer be compatible with bash patches, so I decided not to do it. Maybe there's something in my installation sequence that unlocks the door. Requirements It goes without saying that to use this mod requires GATES TO AESGAARD - Episode One.

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Game Version *

all (GTAesgaard - Script Patch and Delayer 1.0-54761-1-0-1736218455.rar)