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Understanding radiant quests, e.g. BQ01-04


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So how sure are you about the other part of your code line? csbMagTextHolderAlias[QuestIndex]

If csbMagTextHolderAlias and QuestIndex are script properties or variables (not variables local to a function), they will be visible in game with the console command "sqv myquest".  I suspect your array is not properly initialized, a common mishap when adding script variables/properties to an already running game.

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4 hours ago, xkkmEl said:

So how sure are you about the other part of your code line? csbMagTextHolderAlias[QuestIndex]

If csbMagTextHolderAlias and QuestIndex are script properties or variables (not variables local to a function), they will be visible in game with the console command "sqv myquest".  I suspect your array is not properly initialized, a common mishap when adding script variables/properties to an already running game.

I'm ashamed to say it was an indexing problem re: formlists. I was essentially calling for index results way out of range due to wrongmath lolz.

Thanks man.

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Posted (edited)

So I can now confirm that the issue with having notes/books with changing aliases (e.g. if you do two bounty quests from bq01, does each note maintain integrity) is SOLVED when using this method of filling the alias is used.

It is a pain in the ass compared to a bunch of strings stored in an array in a script, but it works..

think all my mod is doing in terms of taking resources is adding an extra objref (somehow) stamped into each bounty letter received by the player. So if the player has 10 or 15 of these in their pockets, or left in trash chests etc. that seems like not a problem. Is having a bunch of objrefs in a cell the player never enters taxing ? Because obviously my 'pool' of objects that fill the aliases is sitting there and is only pulled from as needed for these quests.

Edited by csbx
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I'm pretty sure the formlist will sit in RAM all the time; the array definitely will.  It is a cost.  It will compete for loading textures and nifs.  Not catastrophic since even if you have a few hundred it will amount to  a couple of 100Ks of RAM, compared to 8M-40M for a typical texture file.

Not optimal but workable, I estimate.  Check your esp size, it will give you a good approximation.

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2 hours ago, xkkmEl said:

I'm pretty sure the formlist will sit in RAM all the time; the array definitely will.  It is a cost.  It will compete for loading textures and nifs.  Not catastrophic since even if you have a few hundred it will amount to  a couple of 100Ks of RAM, compared to 8M-40M for a typical texture file.

Not optimal but workable, I estimate.  Check your esp size, it will give you a good approximation.

My .esp is just under 200KB atm - though likely will be around 300KB when finished. I wish there was more available info (is there ?) on best practices and ways to reduce ram usage and other problems for end-users.

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17 hours ago, csbx said:

I wish there was more available info (is there ?) on best practices and ways to reduce ram usage and other problems for end-users.

I now award you the official title of 'experienced modder'.  Welcome to the club.

  • Haha 1
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