Hi Justin,
strange to say, but the "quest-method" loads my script every time I load a game. Here is it without my delay tries:
Spoiler Scriptname GameRestartedScript extends activemagiceffect{Scripted ability attached to RefAlias filled with player.}GlobalVariable property GameSession autoSpell property OwningSpell automiscobject Property Gold Autoleveleditem Property VendorList AutoGlobalVariable Property FarengarInvestCapitalGV AutoEvent OnEffectStart(Actor akTarget, Actor akCaster)GameSession.SetValue(GameSession.GetValue() + 1.0)akTarget.RemoveSpell(OwningSpell)VendorList.AddForm(Gold, 1, FarengarInvestCapitalGV.GetValueInt())Debug.MessageBox("Gold hinzugefügt")EndEvent
However the game crashes, if I load a savegame and then load another savegame out of the current. Don't know if the script is responsible for this.
Apart from that it works, so far I see, reliable. I checked it with the DebugMessageBox (see above), which will triggered every time I load a game, not just the first time I load a specific savegame.
Is there a way to delay the lines, which are triggered through the OnEffectStart-Event? I tried it with OnUpdate and OnSingleUpdate, both didn't work (my messagebox don't appear anymore, if I load a game).
And to your script: Where I have to attach this? Also on an magiceffect linked to a spell and a quest? I tried it like that, but got the compiling error:
"(19,3): too many arguments passed to function"