Mag 7 triggers

Users who are viewing this thread

Africanus

Recruit
Earlier I posted asking if you could use a native save in the Mag 7 mod, no one replied so I read to mod thread. One of the updates mentions adding three triggers to prevent old savegames, so I deleted all the triggers, which crashed the game. Then I replaced the mod triggers with the native triggers. I'm wondering if this will have an adverse effect on the game, It seems to run fine, there are extra dialog options and men, but I just want to make sure I'm not missing anything. What exactly are do triggers do anyway?
 
Um. well, there are lots of triggers so its hard to say. I dont understand why you would delete them though, you are either going to get a crash sometime or miss part of the mod. Off the top of my head you wont get paid as a bandit. The weekly pay is run by a trigger.

The reason that the save runs with vanilla triggers is that a different number of triggers from the save file is a flat out deal breaker. Issues could still crop up later though, youve just passed the first test.

Mag-7 isnt meant to be played with a standard mount and blade save games. Its never been tested for that so errors can be expected. You should start a fresh game to play the mod. The instructions about adding triggers and needing to start a new game are from months ago. Save games from that time could never run at this point anyway.

Heh, I dont understand how you could have posted anything 'earlier' though seeing as you only have one post to your name, this one.
 
Triggers are pieces of code meant to "trigger" events (like getting paid as a bandit), when given conditions are met.
 
Back
Top Bottom