Quest script changes and mod [dere]activation

Post » Mon Dec 01, 2014 10:04 am

The CS wiki "Common Mistakes" page (sorry, can't post links) mentions potential issues with changing script variables and changing a quest script. If I modify a quest script and verify (eg. with TESEdit) that the variable indices didn't change, is it safe to upgrade without [de/re]activation? If so, does it still hold true if new variables are added but the indices of the previously existing variables don't change? Thanks.

User avatar
Elisabete Gaspar
 
Posts: 3558
Joined: Thu Aug 31, 2006 1:15 pm

Return to IV - Oblivion