This page was last updated on 20 December 2013, 9:18PM
Changelogs
Version 1.2
- 1.2, 19 December 2013: luthienanarion informed me that my method would only display the message once. Once the game had been saved, any future loads would display any message. This would be bad if the player had run the mod with FOSE loaded, saved, exited, unloaded FOSE, and restored from that save. He suggested a different method that uses only the main, driving quest, a result script in a quest stage for that quest, and a global constant variable (a global variable that's marked Constant and returns to it's default value the next time the game is loaded). I revised the mod as he suggested.
Version 1.1
- 1.1, 17 December 2013: Thanks to pkleiss, the mod now displays the message when FOSE is not present. It does this by isolating the code that uses the FOSE function GetFOSEVersion in its own Quest Script so that when it fails because FOSE isn't present, the still functioning rest of the mod can display the message. I've also replaced the message box that displayed when FOSE was present to a short message at the upper left corner of the screen that shows the full FOSE version.