Alright so this is going to be kind of a long winded post to properly explain my situation. I have been trying to completely redesign how armor affects spell effectiveness by doing away with the old way by setting the min and max penalty to 100% in the game settings, and adding object scripts to every piece of armor in the game, which modifies the spell effectiveness with the OBSE command ModPCSpellEffectiveness as seen in attachment 3 ( as well as rebalances to the stats but that's not relevant for this problem). This works fine while playing, when i equip and unequip the armor the spell effectiveness is modded properly. However, much like my post before about the apprentice birthsign, the spell mod is cleared on game restart, except this time instead of checking for the correct birthsign, which is always persistent, it's checking for the variables set by the object scripts onequip, which if you're wearing the armor in your last save when you go to boot up the game, the variables set to 1 by onequip are no longer 1, meaning when you load back into your save your spell effectiveness is back to 100% but the armor is on, making it so if you remove the armor your spell effectiveness is now more than it should be. As seen in attachment 2 i already had scripted a system to prevent this from happening, but the problem is the lightbootseq variable for example is defaulting back to 0 on restart. So, i have no idea what to do at this point, is there a way to have variables set by onequip object scripts to persist through game restarts? Or is there perhaps a better method i could use to implement this system without requiring a tenfold workload? I have been sitting and thinking on this one for a couple days and I'm still stuck.