;BEGIN FRAGMENT CODE - Do not edit anything between this and the end comment;NEXT FRAGMENT INDEX 1Scriptname TIF__0200C74B Extends TopicInfo Hidden;BEGIN FRAGMENT Fragment_0Function Fragment_0(ObjectReference akSpeakerRef)Actor akSpeaker = akSpeakerRef as Actor;BEGIN CODENewStartQuest.ArmyMenuChoice = 1;END CODEEndFunction;END FRAGMENT;END FRAGMENT CODE - Do not edit anything between this and the begin commentARTLALStartQuest Property NewStartQuest Auto
So as I'm building the dialogue menu for my alt-start mod (since using messagebox menus is utterly broken) and I've come to the point where I need to start inserting my fragment scripts. The above is one. It has a pretty big problem. The name it got "TIF__0200C74B" has nothing to uniquely identify what mod it goes to. This seems to me like it's going to run into a huge number of collisions with other scripts somewhere down the line from other mods when the files containing the source and/or compiled code get overwritten by each other and things start happening that nobody can diagnose.
There's no way to prevent someone from coming along with a different mod that also happens to have TIF__0200C74B as a filename. At the very least, it should be inserting the owning quest's name into the fragment file's name the same way quest stage fragments do. Not only because it'll prevent naming collisions, but because it'll make it easier to find in the folder by sight.
Note that this also doesn't need someone else's mod to come along and overwrite. You could end up colliding with yourself in your own development.

