See also the OnLoad block in MuseumTech03ProjectorSCRIPT attached to MuseumTech03ProjectorREF (3e601). I'm not entirely sure if it should be left running every load or only once. It sets the variable doOnce to 1 (every load) for nothing. Probably the OnLoad block should be: if doOnce != 1 "do stuff" set doOnce to 1 endif Anyway, this could be kinda annoying to be tested. It means that you should left the area entirely (full exit from the Museum and go to another location) then come back to see what happens, if the OnLoad block is set to run only once. I wasn't that bothered of that projector because I spend very little time in that area. Have a sweet roll for the fix.
Huh interesting find. It looks like the purpose of that onload script is to cause the show to stop on its own if you've left the area for a long while. Or more accurately, at least, to stop the show when you return to the area after enough has happened to cause the cell to be unloaded.
I fast traveled to several heavy locations then waited 72 hours and indeed when I returned the visual show was stopped, but the dialog was playing. The dialog did stop at the last line, though, but probably would've continued looping without my fix. I also simply stepped out into the Atrium, saved, and exited the game, demonstrating the same result when I reentered. Based on this I suspect it should be left running on every load. No idea why that doOnce variable is there, probably left over from an earlier version of the script.
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This might be part of the DLC but either way, it's canon that this is not a bug.
Probably the OnLoad block should be:
if doOnce != 1
"do stuff"
set doOnce to 1
endif
Anyway, this could be kinda annoying to be tested. It means that you should left the area entirely (full exit from the Museum and go to another location) then come back to see what happens, if the OnLoad block is set to run only once.
I wasn't that bothered of that projector because I spend very little time in that area.
Have a sweet roll for the fix.
I fast traveled to several heavy locations then waited 72 hours and indeed when I returned the visual show was stopped, but the dialog was playing. The dialog did stop at the last line, though, but probably would've continued looping without my fix. I also simply stepped out into the Atrium, saved, and exited the game, demonstrating the same result when I reentered. Based on this I suspect it should be left running on every load. No idea why that doOnce variable is there, probably left over from an earlier version of the script.
Happy modding.
Thanks for making the fix. ^^