Fallout2AM Posted April 13, 2015 Share Posted April 13, 2015 I already fix the wiky everytime I find inconsistencies and I'm sure about it. In this case I won't go to change anything until I come to a certain conclusion. We're stuck for now, since I still couldn't reproduce the issue. Link to comment Share on other sites More sharing options...
RoyBatterian Posted April 13, 2015 Share Posted April 13, 2015 That was more aimed at Athelbras. ;) I hope you find out exactly what is or isn't the case. I also wonder if this is a problem with just the NV engine (like many things) or is an issue also with Fallout 3 or Skyrim. Link to comment Share on other sites More sharing options...
rickerhk Posted April 14, 2015 Share Posted April 14, 2015 Scripts running on disabled objects/npc's is a perfectly valid practice.It's been quite awhile since I decided that running PCB regularly in a script is not a good idea - ever. Other known effects with PCB are CTD. There are a few vanilla scripts that run PCB upon loading into certain cells but those seem like a tradeoff between the risks of using it and recovering memory to load the next large cell. If your game and mod list is in such a state that you need to use PCB to bandaid lag and memory exaustion then you are using the wrong approach. You need to remove some mods. Link to comment Share on other sites More sharing options...
Fallout2AM Posted April 14, 2015 Share Posted April 14, 2015 (edited) Scripts running on disabled objects/npc's is a perfectly valid practice.The point is different.OP stated that he uses scripts on disabled references to enable them when a condition is verified inside these same scripts, but these scripts don't run if he PCB when entering in the cell.Instead, I tested that these scripts never run for me until I don't enable the references at least once, I must render them to make their script run. After that, if the reference is then disabled, the script still continues to run until I don't change cell. If I change cell and then I go back, script is not running anymore. Here it's not a matter of PCB, it's a matter that the script fails to run even not doing anything, when the ref is disabled, so I can't consider that a valid approach. I tested both static and dinamic references and this is the behaviour I observed, if OP has a different behaviour I don't know what's the cause, but it would be interesting to understand it. I downloaded that mod but I still didn't find a script that acts like that, I would prefer a clue than digging for hours.Think about this: if I have a different behaviour, and on that behaviour a mod is relying its scripts, it means that probably some other people won't run that mod as intended. That's why I consider that an important point to verify. Other known effects with PCB are CTDnot sure if vanilla could make something like that, do you have a specific case of that? If your game and mod list is in such a state that you need to use PCB to bandaid lag and memory exaustion then you are using the wrong approach.I personally never had the need of it on NV, but I use it on FO3, manually on console, regularly, because opening containers is a pain out there. Not sure of the real cause behind it, except that I always install the same big mods Edited April 14, 2015 by Fallout2AM Link to comment Share on other sites More sharing options...
RoyBatterian Posted April 15, 2015 Share Posted April 15, 2015 This sounds very similar to the AI package bug with NV's engine. They won't run until a reference has been loaded, and can stop running randomly when the cell is unloaded. Try setting up an NPC to unlock/lock doors on a package schedule. This works fine in Fallout 3 , but doesn't in NV. I am thinking it's probably related. Container lag is heap related. NVSR can help with that, but it also has issues with purging and causes OOM errors itself. PCB can cause CTD, I quit using Zan's because it does that for me and I use the game's built in feature for this via the ini settings without crashing or OOM errors. The trade off is more load time, but I can live with that. Link to comment Share on other sites More sharing options...
Fallout2AM Posted April 15, 2015 Share Posted April 15, 2015 (edited) This sounds very similar to the AI package bug with NV's engine. They won't run until a reference has been loaded, and can stop running randomly when the cell is unloaded. I had a similar issue in the last quest mod I did. But I solved unflagging "no low level processing" and it worked like a charm. Edited April 15, 2015 by Fallout2AM Link to comment Share on other sites More sharing options...
RoyBatterian Posted April 16, 2015 Share Posted April 16, 2015 Did you try it from a new game? I've tried this many times and it didn't matter what flags they have, they will never open the door the first time. Hmmm. Link to comment Share on other sites More sharing options...
Fallout2AM Posted April 16, 2015 Share Posted April 16, 2015 Not a new game but different games (I'm modding that one since more than a year) and from clean saves.This is the scenery: I have a group of NPCs which are alarmed via radio if the player attack another group of NPCs. Since the first group is on another place, if the player wasn't "meeting" them before (entering in their zone), their Travel package wasn't working as intended. After un-flagging that flag, it started working. They're all Persistent References, since I'm scripting all these situatios. However my package is a very basic movement from point A to point B, there's no transaction from Worldspaces or Interior / Exterior, maybe your case is more complicated Link to comment Share on other sites More sharing options...
RoyBatterian Posted April 16, 2015 Share Posted April 16, 2015 Moving this to it's own thread. Link to comment Share on other sites More sharing options...
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