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GCD Compatibility Guide: advice for GCD friendly ModdersPlease read this if you're a modder and are interested in maintaining compatibility with GCD. If you're not a modder, then this might give some insight as to which mods are more/less likely to be GCD compatible. Also, it indicates what console commands might screw up GCD, and how to work around these.It was written primarily for Modders though - nothing in here should be necessary for most users to know/use.Note on versions:GCD provides the ability for players to upgrade to a new version quite easily during the course of a game (merely by removing the esps, loading, saving, then loading with new esps). It is therefore reasonable for modders to assume that the player has the latest version of GCD, and aim to provide the best compatibility with that version ? even if this means losing compatibility with older versions.Main possible causes of GCD incompatibility:(1) Using Player->ModSkillName, # or Player->SetSkillName, #(2) Using Player->ModAttributeName, # or Player->SetAttributeName, #(3) Adding fortify skill/attribute abilities to the player.(4) Using Player->ModHealth, # or Player->SetHealth, #[conventional CE items giving bonus/penalty stat effects won't cause any problems]Generally, it's safer to use the "mod" functions than the "Set" functions, since these (usually) preserve the Base+Fortification structure of the stat.Temporary changes to attributes will generally work fine with GCD - so long as they work in Morrowind.Temporary penalties to skills should also be fine - what works with Morrowind should work with GCD.For temporary increases to skills (using modskill or abilities) you should pause GCD's skill scripts as explained below. (there's no need to do this for curse based fortify skill effects)For permanent increases to attributes, GCD should ideally be informed of the increase. For example, an increase of 7 to strength via a permanent ability should be accompanied by the line:Set Gals_Natural_Strength to ( Gals_Natural_Strength + 7 )You'd need to declare Gals_Natural_Strength (as a float - all gals_natural_... variables are floats). If you end up needing access to a lot of GCD variables, you could do a GCD dependent patch instead to avoid the global baggage for non-GCD users, but either way is fine.Permanent increases to skills (using abilities or modskill) don't need much special treatment where you want them to behave like natural increases - i.e. to trigger attribute increases etc. To work properly, they should be applied in steps of no more than 5 where possible, with a pause of a couple of frames between each increase of 5.If you want to give a permanent increase to a skill which doesn't contribute to attribute increase etc., then you should use a curse. If the skill becomes damaged, the bonus curse would be unrestorable, so you might want to remove+restore+reapply occasionally, or give the player some means of temporarily removing the curse so that he can restore properly, then reapply it. If you don't mind the curse being unrestorable if damaged, then that's fine - it's quite a rare situation in any case.Using ModHealth will now work ok with GCD - so long as you're careful not to kill the player unless you intend to. Changing maximum health will have some implications for the effect of endurance on player health - although it's unlikely the player would even notice. I've made sure that endurance drops will never kill the player, even if maximum health has been altered.The implications of using SetHealth are similar. Using modcurrenthealth should be fine.Note that changes to health made from another mod will be lost on a "GCD reprocess" (explained below). This doesn't really make much difference, since that's a very rare situation. It does mean that the following should be avoided though:player->modhealth 10000...Set gals_reprocess to 1...;once gals_reprocess == 0player->modhealth -10000Of course there would be no sane reason to do this anyway.Hooks:GCD includes various global variables for other modders to check on / influence GCD's behaviour. In order that they remain effective, please follow the appropriate usage guidlines if you decide to use them.To use one of these globals, you must declare it as a global in your mod (make sure the initial value is 0) or make your mod dependent on GCD - not worth it unless there are other reasons to do this.These three variables pause the GCD skill scripts, the attribute restoration scripts, and the skill restoration scripts, respectively.Gals_PauseSkillScripts (short) (included from GCD1.07)Gals_No_Restore_Attrib (short) (included from GCD1.05?)Gals_No_Restore_Skills (short) (included from GCD1.05?)Usage example:Set Gals_PauseSkillScripts to ( Gals_PauseSkillScripts + 1 );Do unusual stuff increasing skills.;&;Return skill values to their previous values.Set Gals_PauseSkillScripts to ( Gals_PauseSkillScripts 1 )Using a +1, -1 system means that if more than one mod wants the skill scripts paused at the same time, they will remain paused until both mods allow them to continue. You should never Set any of the above 3 globals to e.g. 0 or 1. Always either increase by 1 or decrease by 1: it is your responsibility to make sure that your '+1's and '-1's cancel out properly.If you want to make unusual, temporary changes to skills / attributes, you might want to prevent GCD from responding to those changes, or overriding them. If you temporarily increase a skill / skills using modskill, you should increase Gals_PauseSkillScripts by one. Once you reduce the skills again, you should reduce Gals_PauseSkillScripts by one. This will prevent GCD from detecting skill increases due to your modstating (detection is usually undesirable though not catastrophic).Pausing GCD attribute / skill restoration scripts is more likely to be useful in preventing their interference in your mod. They will only have an impact on attributes / skills over 90 but below their natural value. I guess it's unlikely that you'll want to script a curse on a player to keep his strength at e.g. 93, but if you did, you'd need to increase Gals_No_Restore_Attrib by one until you wanted to allow restoration again.The following can trigger a complete reprocess of the player's stats, from their initial values up to the present:Set Gals_Reprocess to 1 (it's a short)You'd very rarely want to do this - in most situations it has the potential to do more harm than good. It can be useful though if you wanted, for example to reduce the player's level, so that his skills, attributes, health, magicka etc. are all correspondingly reduced. Doing this accurately for GCD is impossible unless all the calculations are redone from the beginning. You only need to set the GCD Gals_Natural_Skillname globals to the values you want, and GCD will do the rest.E.g. the following will knock about 5 levels off a character:For all skills:Set Gals_Natural_Skillname to ( Gals_Natural_Skillname - 5 )Then:Set Gals_Reprocess to 1Once Gals_Reprocess is set back to 0 by GCD, the update has finished - don't do anything odd before this. Note that this will cancel the effect of any permanent attribute bonus effects the player might have had. It's ok if the player is wearing CE fortify attribute stuff - he'll just need to restore the attributes where necessary. If you know that the player will have fortify attribute effects that he can't remove at the time of the reprocess, then you should remove them beforehand, and re-apply them afterwards. The same applies to fortify skill curses - you should remove them first, then re-apply (fortify skill abilities should be left alone - curses are safer in most circumstances anyway, so I'd suggest using them instead if in doubt).The following "utility" scripts might also be useful under some circumstances:Gals_Reset_Base_Attributes : corrects base attribute values without altering current values.Gals_Natural_Values : sets all skills and attributes to their natural values, with appropriate bases.Some possible motives for using these can be found in section (10) of the main GCD readme. They are more likely to be useful to players than to modders, but I include them here for completeness.That's about it - or at least all I can be bothered to think of wink.gifI hope it helps + thanks if you go to the trouble of GCD friendly modding.