Duplicate quests with altered property scripts- safe to do?

Post » Sat Oct 25, 2014 5:18 am

So I have a question one very important to a mod on, and I'd be extremely thankful it if someone could answer this.

I just made a testing ESP (Yeah a testing Esp to be as cautious as possible), to see if I could make a form of vampirism with different spells, than the vanilla games version... It turned out it was a million times easier than I thought it would be. Question: If I make a separate quest, using the same script- but different magic effect as well as quest, do I have to make an entirely new script in the quest data, in order to avoid altering anything vanilla, or would it be safe, to make a new quest, and simply alter that scripts properties?

(Long story short xperimenting with this cause I ideally) want there to be unique effects at different feeding stages for vampires I made, on top of the new spells/abilities. When I look in the Creation Kit, the original vampirism appears completely unaltered, and even it's properties are unaltered, only the duplicate quest and magic effect I made, whichs scripts have different properties have script properties different from vanilla.

If this IS a safe modding practice, then this is revolutionary news for a mod I've been improving a lot recently... If it's not then oh well... Does this mean, it would be safe to release such a mod? Would such a mod cause no conflicts with other mods? I think it's safe-hopefully but... Is it? Can someone please either reassure me it's safe if it's safe, or warn me not to do it if this isn't safe? This is something I never did before, and I need a little bit of advice right now.

I'm sorry if this sounds paranoid or whatever, I just gotta make sure this is a safe modding practice... My deepest thanks in advance to anyone who answers this.

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cheryl wright
 
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