Basically, I have an Array[] Property on my Quest script and have defined the values inside the CK. These values are apparently "baked" into a save game.
I later had to go in and re-assign some of those values as they were input incorrectly. However, the script that checks these values still thinks it is populated by the old values. In other words, the game engine completely ignores changes to an array defined in the CK and goes by what the save game thought they were.
Is there any way to force the game to stop being [censored] and read the new values from the .ESP?