Also, with the fix I had in mind, part of the reason I was talking about adding stuff to the ini file was so that new issues could be added to the ini rather than having to update the mod. I figured that eventually we would run into mod conflicts and it would be impossible to accommodate everybody, so I was thinking that new conditions could be added to the ini.
I felt that the variables would be along the lines of questID and something to identify the combatants (probably two actor references). Basically if these conditions were met, the fight would not be aborted. I'd appreciate your thoughts on this... I haven't had a chance to look at it yet, though.
Hmm...now that′s actually a very good idea. Now I see why you were talking about using the INI - anyone could support the list of exceptions, even users that have no idea how to use CS. :goodjob:
Here′s my stormings about the subject:
-The quest script has an array variable called, say, exceptionList. It′s used to store actor names (or sufficient parts of the actor name)
-There′s a separate "ini" file, with commands like:
call functionAddException "ActorName"
for every actor that needs to be skipped. The function stores the actor names in the array. During gameplay, if the NPC name includes the store name string ("nameIncludes") the script skips him.
(you can′t use "let" in INI files, but think we can use string literals as parameters, so that way the ini should insert directly to the array. Using csv-style delimitted string is another option, but I have done this with DR6 and learned that without using "let" you can′t have long enough strings to make it useful)
I think this would be a sufficient compromise, since the exception list could be maintained and distributed separately, maybe by active users, which would work around the issue of me being unable to keep supporting this mod. Also from my point of view it′s an "universal" fix that avoids slipping down that infamous slope.