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Mattiewagg

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Will having a perk on generic NPC's like Forsworn, Bandits, Falmer and so on with a cumulative 10 'AND' condition checks between six entry points on said perk cause a lot of strain on the engine and make funny things happen when there are a lot of these npcs around? The thought being that 10+ NPC's with 10+ checks per = problems.

 

Would test myself but I am away from my workshop computer for a few days and just spit-balling some ideas.

The game uses "short-circuit" logic so if the first test fails the rest won't be checked. To optimize performance put the check that's most likely to fail (or easiest to calculate) first. (Things like GetDistance which reference other objects are more expensive for the game to calculate than things that are natural properties of the specific actor but if one test like that fails for 99% of the actors it probably should go first.)

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Will having a perk on generic NPC's like Forsworn, Bandits, Falmer and so on with a cumulative 10 'AND' condition checks between six entry points on said perk cause a lot of strain on the engine and make funny things happen when there are a lot of these npcs around? The thought being that 10+ NPC's with 10+ checks per = problems.

 

Would test myself but I am away from my workshop computer for a few days and just spit-balling some ideas.

The game uses "short-circuit" logic so if the first test fails the rest won't be checked. To optimize performance put the check that's most likely to fail (or easiest to calculate) first. (Things like GetDistance which reference other objects are more expensive for the game to calculate than things that are natural properties of the specific actor but if one test like that fails for 99% of the actors it probably should go first.)

 

 

Good advice but I doubt that you will have issues since for the most part entry points are not being continuously checked. They are only checked when a specific action occurs.

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Will having a perk on generic NPC's like Forsworn, Bandits, Falmer and so on with a cumulative 10 'AND' condition checks between six entry points on said perk cause a lot of strain on the engine and make funny things happen when there are a lot of these npcs around? The thought being that 10+ NPC's with 10+ checks per = problems.

 

Would test myself but I am away from my workshop computer for a few days and just spit-balling some ideas.

The game uses "short-circuit" logic so if the first test fails the rest won't be checked. To optimize performance put the check that's most likely to fail (or easiest to calculate) first. (Things like GetDistance which reference other objects are more expensive for the game to calculate than things that are natural properties of the specific actor but if one test like that fails for 99% of the actors it probably should go first.)

 

 

Good advice but I doubt that you will have issues since for the most part entry points are not being continuously checked. They are only checked when a specific action occurs.

 

Depending on the entry point the "specific action" could happen quite often though. So it's never a bad idea to optimize conditions.

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My quick (and possibly stupid) question is; Are there pros and cons to having all of the unofficial patches for Skyrim and DLCs vs having the legendary unofficial patch. I recently had to do a system restore so I have to reinstall all my mods anyway and I thought maybe it would be a good idea to just start using the legendary patch.

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My quick (and possibly stupid) question is; Are there pros and cons to having all of the unofficial patches for Skyrim and DLCs vs having the legendary unofficial patch. I recently had to do a system restore so I have to reinstall all my mods anyway and I thought maybe it would be a good idea to just start using the legendary patch.

 

If you have all the DLC, then use the Legendary patch, it is the future of the project. The individual ones are no longer updated, but are kept so people who do not own the DLC still have some unofficial patches to use. If I remember correctly, that is, I think it was like that...

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My quick (and possibly stupid) question is; Are there pros and cons to having all of the unofficial patches for Skyrim and DLCs vs having the legendary unofficial patch. I recently had to do a system restore so I have to reinstall all my mods anyway and I thought maybe it would be a good idea to just start using the legendary patch.

 

If you have all the DLC, then use the Legendary patch, it is the future of the project. The individual ones are no longer updated, but are kept so people who do not own the DLC still have some unofficial patches to use. If I remember correctly, that is, I think it was like that...

 

Thanks!

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<snip>

 

Thanks!

 

No problem. I think that info might also be available on the individual patch pages, too. Either in description or in a sticky post. I have not checked in a while. Happy gaming. :thumbsup:

Edited by Contrathetix
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Hello,

That it is necessary to make to have more the report of error of nexus to throw, I hope that it is necessary by rénitialiser active mode because if in every update needs to reinstall them his is going to be a problem, if had you a solution ... said the I, because it is heavy that when I throw nexus it takes out me that - >

 

https://imageshack.com/i/poOBuv38j

Edited by Denzel13
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Question ! When you run an Onactivate, how do you refer to the object being activated upon ?

 

I'd like to set up a bunch of conditionals to avoid multiple scripts for multiple trigger boxes that will be doing similar things.

 

Thanks guys + gals !

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