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[REQ] Advanced Mod Editing - Batch processing


Jeoshua

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So I've been looking through my mods with FO3Edit and I've seen a LOT of mods in my list with things like Scripts attached to Quests with delays of 0.01. When I look at these scripts they use variables like GameHour and GetSecondsPassed to determine how long has passed and apply their changes (or not, most of the time according to the variables) in a formulaic fashion, meaning their changes would be the same if they ran every 1 second or every 0.01 seconds.

 

While a delay like that means it is procesessed at 100hz. That doesn't seem like a lot with a compiled script, really, given symmetric multiprocessing and large memories, but what happens when there are 100 global scripts in the world. And half of those spawn other scripts. And some of those scripts spawn NPCs. With more scripts. Which run scripts. Soon you're at hundreds of thousands of scripts a minuite. At 100 hz each.

 

You see where I'm going with this.

 

Ever since I started playing Morrowind, I've become acquianted with Gamebryo's (NetImmerse's) inability to cope on a brute force processing level, and that doesn't agree with the design style of this kind of game, when modded to an extreme.

 

I just removed, by hand, 3 separate copies of various scripts that did the precise same thing. And while looking at the scripts I found maybe hundreds of scripts like this in my mod files.

 

So I'm wondering, what's the harm in changing a 100hz script into a 10hz script, everywhere one could find it, as far as I'd even notice? Maybe if it's moving something, but not if it's just doing math about things that need to be triggered and numbers that need to be kept track of.

[/TLDR]

 

How well do you know Wrye Flash? Is it possible to make it search through a file and change every Quest Delay that = 0.01 to be = 0.1?

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