ShaDoOoW wrote...
The rule of thumb is to never delete script referrences aka "No" at second confirmation, there are no side effects of this.
Well, that may be Shadooow the Troll's "rule of thumb", but as usual, he doesn't speak for the rest of the NWN community (thank goodness).
In general, you will indeed want to remove references if you make a custom script and then change your mind and decide to remove it. That's exactly why Bioware implemented this option. This removes every reference to that script in all events for all creatures, placeables, etc. If you do not do this, you will get a warning for every remaining reference to the deleted script when you do a full compile of your module. I (and the majority of other builders) would consider unnecessary complaints from the compiler as an undesirable "side effect" that is best avoided if possible. In this case, it's as easy as clicking "yes" and allowing some time for the Toolset to remove the references. Yes, this does take extra time, but it should be obvious that keeping references to non-existent scripts isn't going to benefit your module, and it can sometimes lead to a lot of confusion.
In this particular case, you wanted to keep the references, because even though you deleted a customized version of that script, you still wanted to keep all the references to the default Bioware script of that name.
Modifié par Invisig0th, 12 septembre 2010 - 06:42 .