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SKKmods

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About SKKmods

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  • Website URL
    https://skkmods.com
  • Discord ID
    SKK50#0625
  • Country
    United Kingdom
  • Currently Playing
    Creation Kit
  • Favourite Game
    Fallout 4

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  1. Check youtube for Bethesda Mod School content which is highly regarded. What you are looking for is something like "how to place actors and objects in the word".
  2. Poster Activator that gives the player hi poly miscitem with your text as a cover image that is has keyword FeaturedItem which forces the display to pop ?
  3. Scripts have totally nothing at all to do with dialogue (unless they set a variable that is used as a dialog condition). The issue is likely to be conditions on the the quest alias or topic groups or topic infos.
  4. To see how the base game does it look at the VFT quest VFTScene which sequences a lot of different AI packages that have nothing at all to do with dialog.
  5. Either extend the scene to run until the molerats are killed OR put a actor value condition on the package and set it on the actor thisActor.SetValue(myTravelPackageActive, 1) followed by thisActor.EvaluatePackage()
  6. FALLOUT 4 PERSISTENT OBJECTS Persistent means that the ObjectReference ID is referenceable when the object is unloaded outside the uGridsToLoad and uExteriorCellBuffer. This can either be a pointer to the ObjectReference or the full object schema is permanently loaded in memory. When Fallout4.exe tries to assign more than ~ 6Gb of RAM it falls over or fails to load. ESM placed ObjectReferences default to nonpersistent, ESP *may* default to persistent (this is unverified). ObjectReferences can be forced persistent by: (a) add to a FormList. (b) make them a papyrus script property. (c) put them in a quest reference alias. (d) make them a LinkedRef parent. Selecting a object in the console will show if it is persistent via the [P] or [PP] or [EP] suffix. Using LocRefType keyword is a workaround to be addressable and avoid persistence, BUT the LocRefType keyword must be added in the ESM/ESP at design time so the object is added to the location record. Dynamically adding a LocRefType to a non persistent object in runtime script does not seem to make the object addressable when unloaded.
  7. Constructible object recipes add constructible objects in the workshop construction menus. You should probably start with a tutorial like this.
  8. Another great example of how good RPG game design != good combat game design. Trying to make Fallout4 into Tarkov or Warzone is amusing to do but the outcomes are mostly insipid. I'm the dude playin' the dude, disguised as another dude.
  9. There are many many many reasons. No path is one (spawning on a rooftop with fall damage enabled is favourite) if all of them teleport. Running out of AI package processing resource if some of them teleport.
  10. My notes are typically in depth technical articles that end users just b1tch and moan about when I publish them. Amuse yourself with this sort of incomprehension. Trying to chunk 'em into load screen deliverable soundbytes would be totally hopeless.
  11. @RolazLaguna If you look at MagazineRackContainerScript you will see that it DeletePerkMags() and then DisplayPerkMags() @hereami Dogmeat is a unique actor, unique actors are always persistent.
  12. There is no native function available to Papyrus. You would need an SFSE based DLL to peek that data out.
  13. The complexity of AI updates for travel and combat seem to be two DIFFERENT limits. The cases I have observed that have different results based on inferred complexity of behaviour tree and pathing calculations: A savegame will not load with > 300 actors in the loaded area (proven fact). NPC in the loaded area travel to a fixed target: lots ~128 ? NPC in the loaded area follow a moving target: not many ~32 ? NPC in the loaded area in combat with NPC: lots ~ 128 ? NPC in the loaded area in combat with player: less ~ 32 ? "In the uGridsToLoad loaded area" makes a massive difference, unloaded off screen its a simple straight line time/speed/distance calculation per tick no navmesh no rendering no behaviour tree evaluation.
  14. [ setgs iNumberActorsInCombatPlayer ] defaults to 20 although I have watched 32 NPCs fighting another 32NPCs so not convinced thats the full story.
  15. The Follow Player AI package is super expensive in resources having to constantly recalculate navmesh pathing to a dynamic moving target (the player). There is a limit to how many actors will actually update their Follow Player AI package before they just stand idle in place. I believe it is around 32 or 64 but have misplaced the testing notes and test harness when I profiled it for FeralNights back in 2021 Anyone else tested that and not lost their notes ?
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