Here's a log of new installed mod - Inventory is a backpack:
Spoiler
First OnInit () from Inventory is a backpack (kuIIABQS) mod:
My other mods were activated in a previous game and so only get "game loaded". They do not fire their OnInit ().
Inventory and weight (kuIAWQS) has a new version and so a reset is detected:
Then kuIIABQS executes again:
The rest continues to "game load".
kuIIABQS first-ever initialisation:
The rest continues to "game load". kuIAWQS fires OnInit () and runs its initialisation due to the reset.
First OnInit () from Inventory is a backpack (kuIIABQS) mod:
[03/12/2012 - 08:07:52PM] !kuIIABQS.OnInit
My other mods were activated in a previous game and so only get "game loaded". They do not fire their OnInit ().
Inventory and weight (kuIAWQS) has a new version and so a reset is detected:
[03/12/2012 - 08:07:52PM] !kuGAQS.OnItemAdded [MiscObject < (0A0012C7)>], 1, [ObjectReference < (FF000C8F)>], None[03/12/2012 - 08:07:52PM] !kuiawqs.initGameLoaded reset[03/12/2012 - 08:07:52PM] !kuEASQSMain.initGameLoaded loaded[03/12/2012 - 08:07:52PM] !kuAFTPVQS.initGameLoaded loaded[03/12/2012 - 08:07:52PM] !kuELAAWQS2.initGameLoaded loaded
Then kuIIABQS executes again:
[03/12/2012 - 08:07:52PM] !kuIIABQS.OnInit
The rest continues to "game load".
[03/12/2012 - 08:07:52PM] !kuCMQS.initGameLoaded loaded[03/12/2012 - 08:07:52PM] !kuGAQS.initGameLoaded loaded[03/12/2012 - 08:07:52PM] !kuASATQS.initGameLoaded loaded[03/12/2012 - 08:07:53PM] !kuBFAIQS.initGameLoaded loaded
kuIIABQS first-ever initialisation:
[03/12/2012 - 08:07:53PM] !kuIIABQS.initGameLoaded init
The rest continues to "game load". kuIAWQS fires OnInit () and runs its initialisation due to the reset.
[03/12/2012 - 08:07:53PM] !kuIIABQS.initGameLoaded loaded[03/12/2012 - 08:07:53PM] !kuiawqs.OnInit[03/12/2012 - 08:07:54PM] !kuiawqs.initGameLoaded init
Does this happen to you guys? I tested it in a blank mod and it does happen.
This simple Quest Script logs two OnInit ():
Scriptname kuTestOnInitQS extends Quest Event OnInit () Debug.Trace ("kuTestOnInitQS OnInit")EndEventMore than one Quest objects may be created on the player with this problem.
This is the case with my mod - even if I add a GetItemCount () == 0 conditional.
The 2nd OnInit () executes before the player gets the Quest object form the 1st OnInit ().
