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Remote activation of containers issue


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So I have several containers and most of them have activators to access them elsewhere as well. The activators use the ActivateLinkedDummyChest script and most work just fine, but 3 of my containers have developed over time a slower and slower processing time. I thought it might have to do with having multiple activators linking to the container, but I wrote a test script that activates the item via direct property and it still has the massive delay. Has anyone else experienced this or know of a work around? It almost seems like the activate function is getting queued and delayed for some reason. any help is appreciated.

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Nope. They have just gotten worse as the updates to the mod have gone on. A completely empty container will take a long time. The ONLY thing that correlates at all is that the containers which have the most linked access points are the slowest. The firewood pile for instances is the slowest, taking about 20 seconds before it opens (2-3 minutes for some people with massive script heavy load orders) and it has a dozen or so activators connecting to it using the vanilla script. The clothing storage is next in line and also has quite a few but not as many as the firewood one, and it's a little faster but still slower than the rest which only have maybe 2 other access points I can think of, and they all open up within a second. This correlation made me create a new activator and attach a script which doesn't use the linked activator but instead calls activation of the object directly via property, and there was no change in speed whatsoever.

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is it possible that the activation is firing the scripts in ALL of the Activators? Script in any language is tricksey stuff at times. I have not done any Skyrim modding but a lifetime of programming and the associated scripting has me thinking that may be a profitable direction to look. It may be that you don't even have to fire the scripted activator to case the script to run if the container object fires it like an ON activation for some reason.

 

Robert

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Naw, that would make sense if they were linked in a chain or the activated object were linked back to the activators but that's not the case. It's all a bunch of separate objects linked to the central one and the GetLinkedRef() function only acquires the object directed linked by that activator.

 

Weird thing is I set up a new container and re-linked two of the activators to this new container and they still have the same delay, so it has to be something going on in the cell itself. I tested the activators for the old container which are elsewhere in the game in other cells and they access the container instantly... sigh.... No idea what would be causing these particular activators to slow down. There aren't any script processes running in the cell the container is present in... maybe I'll put a container in a utility cell and see if the slow activators work faster if linked out of cell.

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ISSUE SOLVED

 

Well after much headbanging and hair pulling off and on over the last several months I finally have discovered a solution. I still have no idea as to the cause of why this was happening but the solution is to simply place the master container in a different cell than the activators. I previously had the containers just hidden behind walls and such, but I put them into a utility cell and linked all the activators for the central container to this new container and they all process instantly. Such a huge headache is finally over :)

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Glad to hear it. I didn't want to sound dumb but had to put in my 2 cents worth. Scripting languages can get strange sometimes in the runtimes. I am learning modding in FO4 of all places and its really being an experience to remember. :P Question for curiosity sake. Did you create a custom container cell for your stuff? I just finished creating a custom interior cell using only xEdit and the game for layouts and positioning of things and it was a pain in the posterior. One hopes to see the GECK for FO4 soon. Meantime i have decided to start poking around at my favorite game *(skyrim of course). Thats why i started lurking in the skyrim forum.

 

Robert

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Yes, well luckily creating cells is much easier in Skyrim, but yeah I have a couple utility cells and one of them was just an interior cell with a single NPC who holds onto a bunch of Alias items from my quests and a couple dozen planter NPC's Kinda creepy to COC into that cell lemmie tell ya lol. But slapping the containers in there works great. Somehow remotely activating an object which is in the same cell you are in causes the system to have hiccups.

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