But don’t think of it as an obstacle, you have enough tools to schedule any operations for GameMode. You cannot access non-persistent world objects and NPCs, parent cell, or 3D models around character as it’s not placed in any cell yet. You can access inventory, perks, global variables, running and finished quests, etc. On PostLoadGame, character and quests are fully initialized. For now, we are mostly interested in PostLoadGame, running right after savegame is loaded. Some of them are available to scripts as well. Controlling state using NVSE eventsĭuring game session, NVSE sends certain events to plugins and scripts, you can see them here. This is the moment when you can cleanup temporary changes or event handlers.Īlternatively, you can use the ExitToMainMenu event, which would do the same. StopQuest will run again, execution will enter the GetGameRestarted = 0 block, which will run only if the block runs repeatedly. Why StopQuest is placed before GetGameRestarted? As you already know, the quest will restart once user exits to the main menu.
Fallout new vegas nvse with end mod#
PostLoadGame provides more flexibility in controlling the mod state, see below. You can’t start it again without using some other mode or function. GameMode in quest scripts can be used for one-time initialization, but it has a significant drawback. If not needed, it can be stopped again, this state will be written into the savegame, and the quest will not autostart in GameMode again, unless you restart it manually.
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This post covers pre-GameMode initialization for event-based mods, using MenuMode 4, the PostLoadGame event, and JIP LN script runner, with minimal GameMode usage.