I've made a new weapon, and want to distribute it to the NPCs populating the wider Mojave wasteland. To prevent compatibility issues with other mods that may edit existing leveled lists, I'm going to try to use the AddItemToLeveledList function to accomplish this. I'm worried that using this function on a script attached to a Start Game Enabled quest will cause it to keep adding the new weapon to the levelled list every time the game is saved and subsequently loaded.
http://www.glowfoto.com/static_image/05-085801L/7786/jpg/11/2010/img4/glowfoto
http://www.glowfoto.com/static_image/05-070845L/2678/jpg/11/2010/img6/glowfoto
Detail
The http://geck.gamesas.com/index.php/AddItemToLeveledList for AddItemToLeveledList states that the script function:
(...)is for those special cases where you want to alter the contents of a list at runtime or want to change it without putting it in your ESP/ESM file. Once altered using this function, it will persist in the save game data.
(Bolded emphasis mine)
I've already set up a weapon condition list, CondLaserCarbineNPC and a WithAmmo list that incorporates the weapon condition list. I've created a quest with the "Start Game Enabled" checkbox ticked, which runs the following script:
scriptName SRNewWeaponLLDistributionshort finishedbegin gameModeif finished == 0AddItemToLeveledList Fiend1WeaponGunNV WithAmmoLaserCarbineLoot 0 1 1 ;; 0 = level; 1 = count; 1 = condition at 100%stopquest SRNewWeaponLLDistributionQuestset finished to 1player.additem f 1 ;; adds a bottle cap to player inventory if script ran successfullyendifif finished == 1stopquest SRNewWeaponLLDistributionQuest;;Praise Jaysus!endifend
My problem is this:
As this quest script runs every time the game starts, adding the new withAmmo weapon list, and the altered levelled list persists in the save game data, will this mean that the Fiend levelled list will keep getting appended with the withAmmo weapon list every time a progressed quickload occurs?
e.g.
Mod gets enabled in launcher.
Player loads a save game - quest script runs, adding new withAmmo weapon list to the fiend levelled list.
Player plays a bit, quicksaving now and then.
Player dies, reloads game. As game is starting again, quest script runs, adding new weapon cond list to the fiend levelled list again. The first addition is already present as it persists in the save data.
Player plays a bit, quicksaving. Now these quicksaves have the fiend levelled list with two identical new weapon cond lists added. The next time a quickload occurs, this will increase to three.
ad infiinitum, progressively lowering the chance of seeing fiends armed with anything but the new weapon.
Am I misunderstanding how this function will interact as a quest script on quests that run via Start Game Enabled quests?
