hotrack Posted July 3, 2024 Posted July 3, 2024 (edited) I use ZAZ AP primarily for some directly-referenced idle animations, armors (cuffs,collars,anklets), some furniture and that's it. Since the ZAZ quest stuff enables by default, it adds a bunch of scripts that I have no real use but ultimately piles up in my script queue anyway. Although disabling the quest through a xedit override and removing the vmad block, and aliases would work, I'm unsure if doing that will also make sure the dialogues/dialogue quest not show up (of which I have no need). Since the only way to test it is to start a new game each time I test this method, I'd like some clarity before I proceed to test this. Edited July 3, 2024 by hotrack
traison Posted July 3, 2024 Posted July 3, 2024 Scripts do not add dialogue. You'd have to either prevent the quest from starting, or stopping the quest after it has started to disable dialogue.
hotrack Posted July 3, 2024 Author Posted July 3, 2024 (edited) 2 hours ago, traison said: Scripts do not add dialogue. You'd have to either prevent the quest from starting, or stopping the quest after it has started to disable dialogue. Though the VMAD script block I meant were for the main ZAZ config quest or whatever (that I think control whether ZAZ dialogue is enabled), I wouldn't really know how to stop dialogue quests from starting in xedit (I've seen some mods do dialogue record deletion overrides, but I'm unsure on this method). I checked in xEdit the chain of referencing that goes on if I were to directly delete the quests/dialogue records in the ESM, but it ends up with eventually hitting the scene records that depends on some dialogue conditions (though unlikely to be used by me or directly referenced to the mod I'm using [just the old SexSlaves for Vanilla Bandit camps for their bound idle animation or some furniture]). Edited July 3, 2024 by hotrack
traison Posted July 3, 2024 Posted July 3, 2024 Either remove the Start Game Enabled flag, or if its already runing then use the editor id: stopquest <editorid> 1
hotrack Posted July 3, 2024 Author Posted July 3, 2024 5 hours ago, traison said: Either remove the Start Game Enabled flag, or if its already runing then use the editor id: stopquest <editorid> Yeah, realised 2 of the zbf quests had start game enabled flags in their DNAM (which is removed in their overrides), and checked up in a new game with a papyrus profiler log and saw no zbf scripts hogging in. I'm not too sure about the dialogue yet, as didn't test out of the ASLAL prison cell.
anjenthedog Posted July 3, 2024 Posted July 3, 2024 (edited) Not sure which ZAZ quest(s) you're talking about. I have yet to see anything specifically coming from ZAZ, although it is a dependency for at least one mod in my list so maybe it coughs something up in support, idk. As for stopping ZAZ, maybe disable any of its content that you don't want, using its rather lengthy MCM. Edited July 3, 2024 by anjenthedog
hotrack Posted July 4, 2024 Author Posted July 4, 2024 (edited) 15 hours ago, anjenthedog said: Not sure which ZAZ quest(s) you're talking about. I have yet to see anything specifically coming from ZAZ, although it is a dependency for at least one mod in my list so maybe it coughs something up in support, idk. As for stopping ZAZ, maybe disable any of its content that you don't want, using its rather lengthy MCM. I mean the ZAZ framework quests (the configs, dialogue quest), not gameplay-dungeon quest. The OnUpdeate scripts it puts out cannot be disabled through its MCM, only its update times. Only by overriding it in xEdit can the whole lot be stopped from starting (as the ZAZ dependent mod I use really doesn't use the framework per se). Edited July 4, 2024 by hotrack 1
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