Hi, I've been using tes3mp to run a 2-player co-op playthrough of Morrowind with a friend and have had a very good experience so far. However we got to the House Telvanni stronghold quest and have had to resort to console commands to advance the stronghold stage. Upon further digging into tes3mp and the Morrowind data files and scripts, to the best of my understanding this seems to be due to a limitation that tes3mp only is able to synchronize scripts that are attached to actors / objects / etc. -- not scripts started with the "StartScript" command (as is the case for the stronghold quest scripts). In addition, it seems that attached scripts as well as global variables are only synchronized if added to an allow-list in config.lua (for attached scripts) or clientVariableScopes.lua (for globals).
First of all, I want to make sure I'm understanding all this correctly. [I scanned through the vanilla scripts that are started with a "StartScript" command and assuming I'm getting this right, I'm intending to try to make a patch that either allows these scripts to be synchronized (by attaching it to something) or eliminate "delays" (such as in the stronghold scripts) so that the script can finish almost instantaneously.]
Second, what is the default for global variables not specified in clientVariableScopes.lua? I'm hoping to get into some mod-added quests (Rise of House Telvanni). I'm expecting some trial-and-error due to the known limitations of tes3mp script synchronization, but would like to pick a good starting point for the global variable scope that will at least give us a framework for how to expect game state to be synchronized and saved -- and at a minimum, I'd like to make sure that any important global variables are persistent at least for the client on which they were set.