I am planning on building a mod with multiple codes like this (as an example):
Scriptname Example Code extends Quest ConditionalQuest Property example1 AutoEvent OnInit() RegisterForSingleUpdate(1.0)EndEventEvent OnUpdate() if (example1.GetStage() == var) Do stuff else RegisterForSingleUpdate(1.0) endifEndEvent
Essentially, some of the scripts will consist nothing but multiple OnInIt/OnUpdate/RegisterforSingleUpdate. I am aware of the issue that if the mod is ever removed that it might bark an error down the road but some authors told me that it won't affect gameplay, but my concern is about having multiple scripts like this being run on one mod. Will a multiple scripts like this cause any kind of script lag or, heaven forbid, bloat because of multiple iterations of these being used?