I'd like to introduce a custom script into a savegame of mine in order to fix some issues with the module in question (context see
here).
I've learned that you can only override inherent game resources, that is .bif files, though and not the custom scripts saved in the module. Would it be possible to let my fixing script override e.g. the script for casting the spell "Cure Minor Wounds", so that on casting it in-game, my cleric would call my fixing script instead? If so, what do I have to do, how should I name my override script?
Or is it also possible to call a script in the override folder by using the console commands, even if the module does not include it originally and the name of the script is unknown to the module?
Thanks!
Modifié par olivier leroux, 10 février 2013 - 01:12 .