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Mattiewagg

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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 !

If the object being activated is running the script then you can refer to it as Self.

 

If you have multiple scripts and each intend to cause the same object to do something but said object is not what is holding the scripts then you would set up a ObjectReference property on each script and point it to the placed reference of the object.

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Brilliant. Thank you.

 

 

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 !

If the object being activated is running the script then you can refer to it as Self.

 

If you have multiple scripts and each intend to cause the same object to do something but said object is not what is holding the scripts then you would set up a ObjectReference property on each script and point it to the placed reference of the object.

 

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  • 2 weeks later...

Would having thousands of activators lying around in cells the player doesn't revisit cause save bloat/fps drop/problems etc? Right now my activators get cleaned up OnCellLoad() so he/she doesn't see it happen. OnCellUnload() doesn't work.

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Would having thousands of activators lying around in cells the player doesn't revisit cause save bloat/fps drop/problems etc? Right now my activators get cleaned up OnCellLoad() so he/she doesn't see it happen. OnCellUnload() doesn't work.

I see no issue. Any issues would come from poorly written scripts in use on the objects. Plus if the objects are pre-placed in the CK then I believe that they won't "clean up". And as the player spends time away from the cell it will eventually be dumped from memory.

 

Save bloat comes from poorly written scripts and in-game placed objects that aren't cleaned up.

FPS drop comes from large quantity of data (textures/meshes/scripts) being loaded and ran as the cell is being interacted with. If you see no FPS drop while in the cell, there should be none related to it when no longer in the cell.

 

But that is just my 2 cents, others might have more insight into the subject.

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Would having thousands of activators lying around in cells the player doesn't revisit cause save bloat/fps drop/problems etc? Right now my activators get cleaned up OnCellLoad() so he/she doesn't see it happen. OnCellUnload() doesn't work.

I see no issue. Any issues would come from poorly written scripts in use on the objects. Plus if the objects are pre-placed in the CK then I believe that they won't "clean up". And as the player spends time away from the cell it will eventually be dumped from memory.

 

Save bloat comes from poorly written scripts and in-game placed objects that aren't cleaned up.

FPS drop comes from large quantity of data (textures/meshes/scripts) being loaded and ran as the cell is being interacted with. If you see no FPS drop while in the cell, there should be none related to it when no longer in the cell.

 

But that is just my 2 cents, others might have more insight into the subject.

 

I should've mentioned they're not preplaced. The player can create hundreds in a cell if they want to and never come back and only coming back will initiate the clean up. Since they have an OnCellLoad() script attached to every single one, would that mean they're always running or do they just run as the player revisits the cell?

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All cell cleanup is only performed when the player returns to a cell. That's part of why save file size is directly related to how much of the world you have explored. Adding a few items in every cell the player visits will make the save file larger, but unless you're generating hundreds in every single cell it shouldn't be a big problem. Of course the fewer you create the better.

 

Scripts use events like OnCellLoad specifically so that they aren't always running. It won't be a problem unless the activators have some other loop or update activity that's continuing after the player leaves the cell.

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im trying to copy any NPC(Hostiles People like bandits, not creatures) and make it like a follower, all works but except for those NPC that are "Leveled Actors", i mean if the NPC GetLevelActor is moderate level(like.. more than 1), it still attack me...(On my Script copy process i put it's aggressive to 0 and asign to a Faction where if the Package detect it, should act as follower, and it's have his Combat Override) All the NPC who get copied are assigned on a Reference Alias on a Script for better Administration(all of then have it's Override packages) but high leveled actors ignores the Override...

 

Anyone can explain me what would be happend?

 

i've check something called "EncounterZone" but idk if i need use it or not... i don't understand how EncounterZone works...

Edited by apescape
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I'm looking to play the voice power animation for a lesser power. I looked into how it was done in convenient horses and tried to replicate it but it didn't work. The mod dev added a condition to the magic effect of his whistle power, GetGraphVariableInt bVoiceReady to run on subject. As far as I can tell, that was it. Does anyone here know how to do it?

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Which is better to toggle on and off things (such as recipe visibility): a global variable or a perk?

 

I've seen it done the two different ways (for example Lorecraft uses perks which are toggled by a book activator, and Complete Crafting Overhaul Remade uses global variables toggled in an MCM menu.) I'm testing out a toggleable thing as I'm learning to script a bit more, and I've gotten both to work out. I'm just curious if one way is essentially "better" than the other for any reason.

 

Thanks!

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folks can someone give me an advice to how to make archery more deadly? i try not to use too many mods because i already use some overhauls like ordinator/skytweak.

skytweak does all the work when i need to change some quick values, but unfortunately there is no specific output for archery/bows that i can change.

what am i missing and what is my best alternative?

ps. 2-3 years ago i was using arrows and bolt tweaks but that is so outdated it conflicts with 80% of my mods.

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