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PAPVAFS11

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  1. We have four factions. The NormalGuys are enemies to BadGuys, but friends to the NiceGuys, and allies to the GoodGuys. NormalGuys have no faction relations with eachother. We have Bob. Bob is part of the NormalGuys faction. Bob is indifferent on doppel-Bobs, but a Very Aggressive Bob might attack other Bobs. We have Terry. Terry is part of the BadGuys faction. We know that Bob would hate Terry. This is seen regularly in-game. But then we have Joe. Joe is part of the NiceGuys faction and the BadGuys faction. Joe is Bob's friend and enemy at the same time. How does Bob feel about Joe? Then we've got Jim. Jim is part of the GoodGuys faction and the BadGuys faction. Jim is Bob's ally and enemy at the same time. How does Bob feel about Jim? Then we also have Zug-Niltoth. Zug-Niltoth is part of all of these factions, making it simultaneously an enemy, friend, and ally of all. How does Bob feel about Zug-Niltoth?
  2. From what I've seen, NPCs that are set to be Very Aggressive in their AI data will attack NPCs that they're neutral with. Aggro radius also presents a problem. It's infeasible to have a faction that's friends/allies with every other faction in the game, so that leaves me no obvious solutions. Is it possible to make an NPC that no others will attack unprovoked? Or an NPC that can never provoke others, for that matter?
  3. I've been introducing a few global mechanics into my mod, like bleeding and casing collection. I've also read multiple times that game-wide scripts like this should economize their properties as much as possible to avoid save/memory bloat. I've also, also recently gotten a grasp for the GetFormFromFile function to get game objects as variables in scripts. It seems so far like GetFormFromFile largely sidesteps the bloating problem since you can create and discard variables mid-script rather than permanently storing them as properties. Assuming I'm not completely misunderstanding things, what are the differing use cases for properties VS variables assigned by GetFormFromFile? Are there any pitfalls or limitations I'm not picking up on? Apart from IDs having a non-zero chance of changing or disappearing.
  4. I'm working on a mod where the player can gain a perk that restricts what they can and can't eat, and what drugs they can take. In general, this means somewhere around 90% of the aid items in the game are unusable to the player. My current level of understanding only reaches as far as modifying every individual ingestible in the game. I know that's a very bad idea, and a lot of work. So, is there any way I can make a list of items the player is allowed to use? Or some way to nullify the effects of items not in that list?
  5. The little icons, down in the bottom-right of the screen - those potion icons. I know that they're all stored in the SWF files. I've even looked at them. I just don't know how potions call them for use. Has anyone figured this out?
  6. I would like to enhance how dynamic the music is in my mod by assessing all actors roughly near to the player. I have concepts in mind for the scripting and overall flow of it, but I'm unsure of the ideal method to do this. I know that going over every actor for keywords, values, and etc. is not going to be a very fast process for the game to handle. My experience with FindAllReferencesWithKeyword has so far been unpleasant, but I could be using it wrong. So, what's the least painful way to inspect everything around the player?
  7. This shows up whenever I have Toggle Sky enabled. It's a horizontal pink plane attached to the camera that's only visible when looking up or down. It goes away when it's disabled. Anyone know what's up with this? I would also appreciate help with getting rid of these weird outlines on everything, if anyone knows. They go away when the camera's moving.
  8. I seem to recall that there was a way to have AND conditions and OR conditions function together in things like spells and dialogue. So that, in one case, you could have an actor need to be Mr. X for a spell to work, and that he would need to have either his Y or Z value at 30. Could anyone help me remember how this was done?
  9. I was able to find it myself, but I appreciate the tip. I've already got it running, and it seems to be working fine. I think SPID is easier for me to wrap my brain around, but I appreciate the advice all the same. This will help me with a music flavor system I've been thinking about, though, so this is something I'll surely need to remember later.
  10. I have multiple mechanics included in my mod that are meant to affect all human actors, the player included. At present, the existing mechanics are implemented directly into the HumanRace form. This is acceptable for my mod as it's not intended to be compatible with anything else, but I know this is bad practice, and I'd like to find a more flexible solution. With respects to my previously-posted thread, I do not intend to have fast-looping timers on all human actors, and will have substantial checks to minimize unnecessary processing.
  11. I have several applications for looping short timers. I'm at a loss for how I would change them to be reactive instead of proactive, as several of them monitor for actor value changes, like STR, END, and AGI. For example, I have a speed penalty handler to clamp SpeedMult penalties. I'm also using this as a workaround for SpeedMult penalties on NPCs, as I couldn't get spell-driven SpeedMult changes to work on them. This interacts with both armor enchantments and conditional spells that add to or subtract from the speed penalty AV. Another script I wrote handles encumbrance, and that relies directly on SPECIAL values in the encumbrance calculation itself. I don't currently know of any events that trigger on AV changes or spell applications, so I wouldn't know how to break from timers. My playtesting showed me that delays greater than a second were also very clunky for the player, so I tried to keep it short. At the very least, I do have conditional checks inside the timers (IsDead(), GetValue() != fLastValue, etc.) to be sure they actually need to do something, or if they should stop where they are. NPC timers are also usually around 3.0-5.0 seconds. If there's any way I can improve these, I'm all ears. I can post the full scripts if need be.
  12. Event OnTimer(Int iTimer) if iTimer == 1 DoRepeatingTimerStuff() if akOurActor == Game.GetPlayer() || akActor.HasKeyword(ImportantActorNeedsFastTimer) StartTimer(0.1,1) else StartTimer(Utility.RandomFloat(0.5,1.0),1) endif endif EndEvent The intent of this is for repeating timers assigned to many objects to not all tick at once, and to give some headroom for them to finish what they're doing before the timer ticks again. I ask this question as I don't know how expensive RandomFloat() is. That also leads into this example: Event OnSomethingHappened(Actor akHappener) if akHappener != Game.GetPlayer() Utility.Wait(Utility.RandomFloat(0.1,0.5)) endif DoEventStuff() EndEvent Again, in the case that OnSomethingHappened() is called by many simultaneous sources, the Wait() is called with a RandomFloat() to nudge them into happening at different times. Do these work as I want them to? I don't have anything I need them for, but I'd like to work them into habit if they're useful.
  13. I did some digging, and I found the cause. It turned out that this was an incompatibility interaction between Survival Options and my personal mod. The root cause was me editing the HC_Manager quest and script, which broke Survival Options' own edits. That ended up turning the survival cell reset multipliers to zero. Whoopsie. I've decided to shelf Survival Options, since it turns out I'm already getting the features I wanted out of it from Unlimited Survival Mode.
  14. I was unfortunately able to reproduce the issue after a standard new game. If it is of any importance, I will note that the timescale adjustment is part of one of my mods. I can't say for certain whether this would have any effect on cell respawns, but I'm not sure I've touched anything else relating to them.
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