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Everything posted by SMB92
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Well there's certainly not a 1 second limit on while loops running from a quest script :) Suppose you could put it on many different things. But at least with a quest you coukd even change stage and run it off fragment when the right stage is set and idle when not, and shut it down entirely when uninstalling. Seems to be go to method for a lot of things. Maybe I'm misunderstanding what you trying to do
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AI travel packages when unloaded
SMB92 replied to SKKmods's topic in Fallout 4's Creation Kit and Modders
I have observed NPCs in the distance, notably around the 1st and 2nd unloaded cells (10-18k out) doing some strange things. But this right here is the most comprehensive test of the internals I've seen so far, kudos to you. Mostly I observed them patrolling, without animation (basically hovering along and through LOD objects/terrain. Sometimes I see weapon effects and just plain still NPCs standing there in a paused animation. I make use of OnDeath and OnKill events to increment scores in my Turf Wars system, but apart from that, dead or alive the actors will be forced to cleanup after a timer has expired on their originating spawn point. I keep up to 4 accumulated arrays on each SpawnPoint as each one can potentially roll out 4 groups. AI was never going to be hugely special, I simply emulate the patrol packages via the random travel package on the main system with a guard or sandbox when they reach a location, or otherwise use guard and sandbox packages for other systems. Im gonna have a dig through the Exe and see if there's not a related setting for this. I doubt it but it's worth a look. EDIT: Obviously there is this setting in FalloutPRefs: fLODFadeOutMultActors. Ultra it is on 15. I'm wondering if the actual value is 1000, so x15 = 15,000. I wonder if it is worth setting to 20 or 25 to try and mitigate your issue, but if so it comes with the downside of Actors being loaded far out in general. -
What a bizarre issue. That 6 texture rule is a Pita. I don't see how it's a precombined though, does Frost even have an ESP that touches these cells?
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Put the whole thing on a quest and when it starts grab the player as property and do the same check in a while loop with a Utility.Wait of .1 seconds? Seems you are going to loop it anyway? Then it's 10 times a second and you can shut it down or vice versa when ever you like. That's just my 2 cents.
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Noob question about NPC levels
SMB92 replied to mrbalthazr's topic in Fallout 4's Creation Kit and Modders
I can see that RO puts the PC level Multi flag on its ActorBase records for Raiders, so it will scale with the player. Your encounter zones are usually tied to locations, such as a dungeon, to tell the game what the min max level is for placed NPCs there. When spawning by script however, we can use an encounter zone not necessarily tied to a location to set this data. This is something I do in my own mod. Depending on the difficulty setting (either set on a hand placed Actor, enhanced by game setting or set in script upon spawn) the game will use this the EZ as a base min max but the final level will vary (max of 125% of max level I think it was for Very Hard). But as you are aware, this flag bypasses it. For you simplest thing to do will be remove the flag. If you wanted to do something more advanced than that, then do come prepared to learn a lot more than this. It can be hard to grasp. -
Remove disabled objects from the LOD
SMB92 replied to vvbnspdj07's topic in Fallout 4's Creation Kit and Modders
Yeah figured it wouldn't help him. Although it does help broken LOD with dramatic changes to areas, such as with the Sanctuary Restored mod,without a regeneration the LOD is all weird and missing. -
You say on the other thread you've definitely updated WSE, AWKCR and Armorsmith (if you have the latter). This type of crash is usually related to a missing keyword, as WhiskeyRiver suggested in the other thread. Have you tried opening those mods and any dependants in FO4edit and checking for errors? It could be one of your weapons in your inventory has this broken keyword and going to the workbench is instigating the crash.
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I'm getting strange crashes with my gens in the new versions. I don't understand it. I can verify a file working after generation in game then leave the area and come back and my esps will just crash the game until removed. Some just crash the game outright. I've got some testers telling me they don't work at all, whereas others are fine. I can only point at the newer Cks, there are no obvious errors otherwise. BTW I sent you a pm about that spot in Jamaica Plains. If you got a screenshot of the exact location of the bug, please post.
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Well actually, you can keep a copy of the 1.9.4 CK around to make this even easier. But an easier way to do what you are doing would be to create a copy of the Esp into an Esm and point it over with xEdit after generating. Having said that, for whatever reasons some of my files are causing me crashes when generated with newer Cks, and other people too, when doing this method despite no errors that can be found easily.
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Another player having trouble with CTDs
SMB92 replied to SergeantQuackers's topic in Fallout 4's Discussion
Well, Loot has only done part of job here, but you seem to have a number of obsolete plugins like the Better Mod Descriptions lite along with full version? This doesn't seem to be a carefully selected list but rather thrown together without reading descriptions for some mods at least. For example I use Vis, and only have 2 plugins. -
Remove disabled objects from the LOD
SMB92 replied to vvbnspdj07's topic in Fallout 4's Creation Kit and Modders
Well if regenerating precombined meshes doesn't help with it, you'd need to redo LOD. Haven't played with the tools for that with FO4edit yet. But I have seen precombined meshes help with LOD problems quite a bit. -
Pretty sure it's the weight and that it's controlled by the HC_manager script, so you would have to edit that. Yet another thing I need to sus out one day, I was interested in doing my own rebalanced of this but got tied up with other projects.
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Factions/Enemy not hostile
SMB92 replied to OmegaGray479's topic in Fallout 4's Creation Kit and Modders
Ah nice, well it guess that answers it both ways :D -
If you are going to be doing such a check anyway, rather than the struct you could create a giant "if" block and shorten the check speed with creative use of what you are checking, perhaps. Make a property of all your ammo types and make a property of all your relevant keywords. Now, make properties of keywords defining the weapons type (rifle, shotgun, pistol etc). The first check will be for the type. Then you have if blocks inside each of them, with a list of all known keywords that change ammo, and I would imagine you'd try to put this in order of how common the gun in question is/keyword (how likely this keyword is gonna appear) as to try to speed this up for common guns. Loose Example If HasKeyword Pistol If HasKeyword Some10mmMod EquippedAmmo == 10mm Elseif HasKeyword Some45Mod EquippedAmmo == 45 Endif Elseif HasKeyword Rifle Etc etc etc Typing on phone but hoping you catch my drift. I can see, like it has been said, that there's no straight up cleaning way to do it. But that seems simple to me. Array searching, I can't imagine it's gonna be any faster.
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Factions/Enemy not hostile
SMB92 replied to OmegaGray479's topic in Fallout 4's Creation Kit and Modders
Lol I was thinking he wanted to do this on the fly from in game :D -
Question about the Power Armor
SMB92 replied to dsr1231248Danny's topic in Fallout 4's Creation Kit and Modders
So you want to make OMODS for the Power Armor? Man I gotta start learning that system. Look up a user named Worsin and link him to this thread. He's right onto this stuff. Edit: tell him I sent ya, and I'll take the slapping ;) -
Noob CK item placement/scrapping/moving issue
SMB92 replied to Avrie05's topic in Fallout 4's Creation Kit and Modders
Did you make a workshop and link trigger boxes around your area? I made a little settlement outdoors in Far Harbor, and couldn't scrap most stuff until I regenerated precombined meshes. Not sure if that's your problem, but you do need to "make a settlement" -
Factions/Enemy not hostile
SMB92 replied to OmegaGray479's topic in Fallout 4's Creation Kit and Modders
No idea but you could try using the Papyrus command, StartCombat. Maybe try clicking on your enemy in console, type StartCombat(Game.GetPlayer). Can't remember if there is any other quick command. You could try variations of that (papyrus is not same as console) like StarCombat.Player etc -
Noob question about NPC levels
SMB92 replied to mrbalthazr's topic in Fallout 4's Creation Kit and Modders
You're looking for encounter zones really. They have the min max levels. RO must add/remove the flag that ignores this. I'll take a look at it shortly. -
The TPLT is the Template found on his ActorBase record, if he indeed uses any templates from other ActorBase records etc. Different templates can be used for different types of data. Otherwise it is set directly on him. What you are looking for is a script and a Ai package to have him follow you, and you likely want to fill him into a reference alias to apply this. You dont have to make him unique as such, and if you wanted to allow yourself to pickup more than one prisoner you could do that too by adding even more aliases (however many being your hard capped limit of followers) or even by not necessarily filling one but instead applying the data (and maybe keeping an array of all followers). I Would go for the first method and a collection just thinking about that off top of head. Whether or not you would need to edit the vanilla quest and scripts for him i could not say because I have not seen it first hand. But you would need some way to detect and grab him when he's available. Many ways to skin that cat. I haven't the time to explain further, but perhaps one of the nice folk around that know what I'm on about will break it down for you into simpler instructions. I just wanted to make the point while I'm looking at this thread.
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Spawns of the Commonwealth (WOTC 2 New Thread)
SMB92 replied to SMB92's topic in Fallout 4's Discussion
They are a part of the Institute, however there are a few options one can take - You can have them activated after a certain story event, you can activate them straight away and have them appear with Institute groups as a potential boss, or you could also have them appear by themselves, on rare occasions. @Goth - I've only just begun looking into the problem I was having previously, ultimately deciding how the code for extra features and systems is going to work, and ultimately where it will reside and what refactoring is required on the main spawn script. The idea is to keep functions here generic so that almost any script from anywhere could potentially access the core system and manipulate or tap into information stored in an instance. Its rather tricky to deal with, as I constantly have to simulate the scenarios in my head and try to find the best medium for both performance and functionality, with a back-of-mind consideration for extensibility. Not as easy as I might have thought before getting to this stage. Once I have worked through this part, The next stage is to start building the menu to control it all. This much I am dreading. After that, simply just start filling it all in, one region at a time. This is also a timely process as I must manually drop in spawn points at relevant locations for each system. -
I'll take a look at this tonight. I recall having an issue in that group of cells my self when generating with your mod last time.
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THREAD IS NOW OBSOLETE, MOD PLEASE LOCK. NEW THREAD HERE: https://forums.nexusmods.com/index.php?/topic/6198786-spawns-of-the-commonwealth-wotc-2-new-thread/