Description
Wiki Description
Event called when the player loads a save game. This event is only sent to the player actor. If this is the first save game load where the event is being listened to, and the event is on an alias, and the alias didn't exist at the time the save was made, then the player won't be in the alias by the time the event is sent, and the alias script will not receive the event. It should then receive later events.
Documentation Comment
Received immediately after the player has loaded a save game. A good time to check for additional content.
Caveats
CK Wiki - Notes
This event is only sent to the player actor. It is recommended that you handle this event via an alias the player is forced into, or a magic effect on the player.
This event will not be sent when starting a new game. See the discussion page for more information.
Examples
; Event is only sent to the player actor. This would probably be on a magic effect or alias script
Event OnPlayerLoadGame()
Debug.Trace("player loaded a save, do some fancy stuff")
endEventScriptName YourQuestScript extends Quest
Float Property fYourModVersion Auto
Event OnInit()
Maintenance()
EndEvent
Function Maintenance()
If fYourModVersion < 1.23 ; Current version
If fYourModVersion
Debug.Trace("Updating from version " + fYourModVersion)
Else
Debug.Trace("Initializing for the first time.")
EndIf
fYourModVersion = 1.23
EndIf
EndFunctionScriptName YourPlayerAliasScript extends ReferenceAlias
YourQuestScript Property QuestScript Auto
Event OnPlayerLoadGame()
QuestScript.Maintenance()
EndEventAuto-Generated Example
Scriptname MyCoolScript extends Actor
event OnPlayerLoadGame()
Debug.trace("Event received - OnPlayerLoadGame")
endEvent