Bool Function bGetGameLoaded(Actor akActor) If akActor.GetActorValue("BrainCondition") akActor.SetActorValue("BrainCondition", 0) Return True Else Return False EndIfEndFunctionDespite me trying everything I can think of, does not work.
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scriptname aaTKEconPlayerTracker extends QuestImport SKSELocation property WhiterunHold AutoLocation property RiftenHold AutoLocation property MarkarthHold AutoLocation property SolitudeHold AutoLocation property WindhelmHold AutoLocation property MorthalHold AutoLocation property DawnstarHold AutoLocation property Winterhold AutoLocation property FalkreathHold AutoActor property EOSDummyActorREF AutoGlobalVariable property InitDone AutoGlobalVariable property IsWorking AutoMiscObject property EOSCoinOfOmnipotence AutoActor playerLocation PlayerCurrentLocFloat SKSEReleaseState Busy ;Do NothingEndStateEvent OnUpdate() player = game.getPlayer() If IsWorking.GetValueInt() == 1 Return Else bGetGameLoaded(EOSDummyActorREF) If bGetGameLoaded(EOSDummyActorRef) SKSERelease = GetVersion() + GetVersionMinor() * 0.01 + GetVersionBeta() * 0.0001 Debug.Notification("GetGameLoaded()") If Player.IsInLocation(WhiterunHold) GoToState("Busy") PlayerCurrentLoc = WhiterunHold IsWorking.SetValueInt(1) ((Self as Quest) as aaTKEconUpdatesWhiterun).WhiterunUpdate() IsWorking.SetValueInt(0) GoToState("") ElseIf Player.IsInLocation(RiftenHold) GoToState("Busy") PlayerCurrentLoc = RiftenHold IsWorking.SetValueInt(1) ((Self as Quest) as aaTKEconUpdatesRiften).RiftenUpdate() IsWorking.SetValueInt(0) GoToState("") ElseIf Player.IsInLocation(MarkarthHold) GoToState("Busy") PlayerCurrentLoc = MarkarthHold IsWorking.SetValueInt(1) ((Self as Quest) as aaTKEconUpdatesMarkarth).MarkarthUpdate() IsWorking.SetValueInt(0) GoToState("") ElseIf Player.IsInLocation(WindhelmHold) GoToState("Busy") PlayerCurrentLoc = WindhelmHold IsWorking.SetValueInt(1) ((Self as Quest) as aaTKEconUpdatesWindhelm).WindhelmUpdate() IsWorking.SetValueInt(0) GoToState("") ElseIf Player.IsInLocation(SolitudeHold) GoToState("Busy") PlayerCurrentLoc = SolitudeHold IsWorking.SetValueInt(1) ((Self as Quest) as aaTKEconUpdatesSolitude).SolitudeUpdate() IsWorking.SetValueInt(0) GoToState("") ElseIf Player.IsInLocation(FalkreathHold) GoToState("Busy") PlayerCurrentLoc = FalkreathHold IsWorking.SetValueInt(1) ((Self as Quest) as aaTKEconUpdatesFalkreath).FalkreathUpdate() IsWorking.SetValueInt(0) GoToState("") ElseIf Player.IsInLocation(MorthalHold) GoToState("Busy") PlayerCurrentLoc = MorthalHold IsWorking.SetValueInt(1) ((Self as Quest) as aaTKEconUpdatesMorthal).MorthalUpdate() IsWorking.SetValueInt(0) GoToState("") ElseIf Player.IsInLocation(DawnstarHold) GoToState("Busy") PlayerCurrentLoc = DawnstarHold IsWorking.SetValueInt(1) ((Self as Quest) as aaTKEconUpdatesDawnstar).DawnstarUpdate() IsWorking.SetValueInt(0) GoToState("") ElseIf Player.IsInLocation(Winterhold) GoToState("Busy") PlayerCurrentLoc = Winterhold IsWorking.SetValueInt(1) ((Self as Quest) as aaTKEconUpdatesWinterhold).WinterholdUpdate() IsWorking.SetValueInt(0) GoToState("") EndIf EndIf If player.GetItemCount(EOSCoinOfOmnipotence) != 1 Int Count = player.GetItemCount(EOSCoinOfOmnipotence) player.RemoveItem(EOSCoinOfOmnipotence, Count, 1) player.AddItem(EOSCoinOfOmnipotence, 1, 1) EndIf If IsWorking.GetValueInt() == 1 Return Else If Player.IsInLocation(WhiterunHold) If PlayerCurrentLoc == WhiterunHold RegisterForSingleUpdate(1) Return Else GoToState("Busy") IsWorking.SetValueInt(1) PlayerCurrentLoc = WhiterunHold ((Self as Quest) as aaTKEconUpdatesWhiterun).WhiterunUpdate() GoToState("") IsWorking.SetValueInt(0) RegisterForSingleUpdate(1) EndIf ElseIf Player.IsInLocation(RiftenHold) If PlayerCurrentLoc == RiftenHold RegisterForSingleUpdate(1) Return Else GoToState("Busy") IsWorking.SetValueInt(1) PlayerCurrentLoc = RiftenHold ((Self as Quest) as aaTKEconUpdatesRiften).RiftenUpdate() GoToState("") IsWorking.SetValueInt(0) RegisterForSingleUpdate(1) EndIf ElseIf Player.IsInLocation(MarkarthHold) If PlayerCurrentLoc == MarkarthHold RegisterForSingleUpdate(1) Return Else GoToState("Busy") IsWorking.SetValueInt(1) PlayerCurrentLoc = MarkarthHold ((Self as Quest) as aaTKEconUpdatesMarkarth).MarkarthUpdate() GoToState("") IsWorking.SetValueInt(0) RegisterForSingleUpdate(1) EndIf ElseIf Player.IsInLocation(WindhelmHold) If PlayerCurrentLoc == WindhelmHold RegisterForSingleUpdate(1) Return Else GoToState("Busy") IsWorking.SetValueInt(1) PlayerCurrentLoc = WindhelmHold ((Self as Quest) as aaTKEconUpdatesWindhelm).WindhelmUpdate() GoToState("") IsWorking.SetValueInt(0) RegisterForSingleUpdate(1) EndIf ElseIf Player.IsInLocation(SolitudeHold) If PlayerCurrentLoc == SolitudeHold RegisterForSingleUpdate(1) Return Else GoToState("Busy") IsWorking.SetValueInt(1) PlayerCurrentLoc = SolitudeHold ((Self as Quest) as aaTKEconUpdatesSolitude).SolitudeUpdate() GoToState("") IsWorking.SetValueInt(0) RegisterForSingleUpdate(1) EndIf ElseIf Player.IsInLocation(FalkreathHold) If PlayerCurrentLoc == FalkreathHold RegisterForSingleUpdate(1) Return Else GoToState("Busy") IsWorking.SetValueInt(1) PlayerCurrentLoc = FalkreathHold ((Self as Quest) as aaTKEconUpdatesFalkreath).FalkreathUpdate() GoToState("") IsWorking.SetValueInt(0) RegisterForSingleUpdate(1) EndIf ElseIf Player.IsInLocation(MorthalHold) If PlayerCurrentLoc == MorthalHold RegisterForSingleUpdate(1) Return Else GoToState("Busy") IsWorking.SetValueInt(1) PlayerCurrentLoc = MorthalHold ((Self as Quest) as aaTKEconUpdatesMorthal).MorthalUpdate() GoToState("") IsWorking.SetValueInt(0) RegisterForSingleUpdate(1) EndIf ElseIf Player.IsInLocation(DawnstarHold) If PlayerCurrentLoc == DawnstarHold RegisterForSingleUpdate(1) Return Else GoToState("Busy") IsWorking.SetValueInt(1) PlayerCurrentLoc = DawnstarHold ((Self as Quest) as aaTKEconUpdatesDawnstar).DawnstarUpdate() GoToState("") IsWorking.SetValueInt(0) RegisterForSingleUpdate(1) EndIf ElseIf Player.IsInLocation(Winterhold) If PlayerCurrentLoc == Winterhold RegisterForSingleUpdate(1) Return Else GoToState("Busy") IsWorking.SetValueInt(1) PlayerCurrentLoc = Winterhold ((Self as Quest) as aaTKEconUpdatesWinterhold).WinterholdUpdate() GoToState("") IsWorking.SetValueInt(0) RegisterForSingleUpdate(1) EndIf EndIf EndIf EndIfEndEventFunction StartTracking() RegisterForSingleUpdate(1) EndFunctionBool Function bGetGameLoaded(Actor akActor) If akActor.GetActorValue("BrainCondition") akActor.SetActorValue("BrainCondition", 0) Return True Else Return False EndIfEndFunctionI am out of ideas as to why it isn't doing what its supposed to. Is there anything I'm missing here?
