so that can compensate for the script then? Does that mean all individual items need to be removed when leveled lists are placed into inventory, such as rings and amulets don't need to be respawned?
With the Fallouts, a LVLI can be added and all the items will be given, but it looks like only one item from a list is added with Oblivion, so I'd just add and remove everything individually.
It's probably because I'm a noob, but I don't really get the script. I'd try this if that doesn't work:
ScriptName AttachThisObjectScriptToYourNPCshort bReplaceStuffBegin GameMode If (GameHour >= 22) && (bReplaceStuff == 0) Set bReplaceStuff to 1 RemoveItem item1 1 AddItem item1 1 RemoveItem item2 1 AddItem item2 1; ... ElseIf (GameHour < 22) && (bReplaceStuff == 1) Set bReplaceStuff to 0 endifEndIf
It's the same ol' same ol'... but with less code.
Set Boolean to (Boolean == 0) toggles it to whatever it's not, making for one check per iteration rather than two. Particularly in GameMode, one should keep things 'cheap'.
[yes, it works]
Also: Int, Long, and Short are all interchangeable. Int just makes for less typing. *is lazy*