Sounds good. Probably better to catch bugs early. Also purely for selfish reasons getting my grubby hands on something new and shiny is always nice.
Elseif ( RemovePowers == 0 ) && ( ZCDMTVE01ControlQuest01.PCIsAVampire == 1 )after
If ( RemovePowers == 1 ) && ( ZCDMTVE01ControlQuest01.PCIsAVampire == 1 ) Set RemovePowers to 0 Player.RemoveSpell ZCDMTVEPercAgility Player.RemoveSpell ZCDMTVEPercEndurance Player.RemoveSpell ZCDMTVEPercIntelligence Player.RemoveSpell ZCDMTVEPercLuck Player.RemoveSpell ZCDMTVEPercPersonality Player.RemoveSpell ZCDMTVEPercSpeed Player.RemoveSpell ZCDMTVEPercStrength Player.RemoveSpell ZCDMTVEPercWillpowerin ZCDMTVEpercentageBonusQuestScript (and in the other two, after the equivalent pieces of code) and somehow everything now updates as gods willed when I open and close my inventory, and my attributes no longer disappear for good after going into MenuMode.
;==================================================;HUD 1;==================================================set kCHUDC.label1 to sv_Construct "Blood Meter"set kCHUDC.container1 to sv_Construct "%zcontainer.png" kCHUDC.stringValueset kCHUDC.bar1 to sv_Construct "%zred.jpg" kCHUDC.stringValueset kCHUDC.evaluateString1 to sv_Construct "ZCDMTVE01ControlQuest01.CurrentBlood"set kCHUDC.maxValue1 to sv_Construct "ZCDMTVE01ControlQuest01.MaxBlood"set kCHUDC.showValueInLabel1 to 0 ;default: 0. if 1, the value of the bar is shown numerically against the label.set kCHUDC.showCode1 to 1 ;default: 1. show code.see above for other codes.set kCHUDC.removeWhenZero1 to 0 ;default: 1. if 1, this HUD will be invisible when at 0%.set kCHUDC.removeWhenFull1 to 0 ;default: 0. if 1, this HUD will be invisible when at 100%.set kCHUDC.scale1 to 0.44 ;default: 0.44. the scale of the bar in relation to the pixel dimensions in the image file.set kCHUDC.x1 to 15 ;default: 15. x and y location of the label.set kCHUDC.y1 to 695 ;default: 600.set kCHUDC.xContainer1 to 15 ;default: 15. x and y location of the bar container.set kCHUDC.yContainer1 to kCHUDC.y1 + 15 ;default: 615.set kCHUDC.xBar1 to kCHUDC.xContainer1 + 13 * kCHUDC.scale1 ;default: xContainer1 + 13 * scale1. x and y location of the barset kCHUDC.yBar1 to kCHUDC.yContainer1 + 1 * kCHUDC.scale1 ;default: yContainer1 + 1 * scale1.set kCHUDC.xBar1 to Ceil kCHUDC.xBar1set kCHUDC.yBar1 to Ceil kCHUDC.yBar1set kCHUDC.opacity1 to 100 ;default: 100. valid values are 0 to 100.;==================================================;HUD 2;==================================================set kCHUDC.label2 to sv_Construct "Lore Meter"set kCHUDC.container2 to sv_Construct "%zcontainer.png" kCHUDC.stringValueset kCHUDC.bar2 to sv_Construct "%zwhite.jpg" kCHUDC.stringValueset kCHUDC.evaluateString2 to sv_Construct "ZCDMTVE01ControlQuest01.CurrentLore"set kCHUDC.maxValue2 to sv_Construct "ZCDMTVE01ControlQuest01.RequiredLore"set kCHUDC.showValueInLabel2 to 0set kCHUDC.showCode2 to 1set kCHUDC.removeWhenZero2 to 0set kCHUDC.removeWhenFull2 to 0set kCHUDC.scale2 to 0.44set kCHUDC.x2 to 15set kCHUDC.y2 to 720set kCHUDC.xContainer2 to 15set kCHUDC.yContainer2 to kCHUDC.y2 + 15set kCHUDC.xBar2 to kCHUDC.xContainer2 + 13 * kCHUDC.scale2set kCHUDC.yBar2 to kCHUDC.yContainer2 + 1 * kCHUDC.scale2set kCHUDC.xBar2 to Ceil kCHUDC.xBar2set kCHUDC.yBar2 to Ceil kCHUDC.yBar2set kCHUDC.opacity2 to 100But if You aren't using DarN's, you might have to set the bars' positions yourself.