danshive Posted July 17, 2011 Share Posted July 17, 2011 I intend to use the "placeatme" function for nefarious purposes, but I don't want to bloat the ever-loving heck out of people's save games with summoned NPCs. My plan to prevent such bloating is to make it so all summoned NPCs have scripts with "onReset" blocks that disable and mark them for deletion, effectively removing them 3 in-game days later. I've heard, however, that not all cells behave the same way when it comes to resetting, so what I'm wondering is this: is my current OnReset countermeasure enough, or do I need to take additional steps to ensure that these summoned NPCs don't become permanent fixtures on people's save files? Link to comment Share on other sites More sharing options...
GrindedStone Posted July 22, 2011 Share Posted July 22, 2011 Depends on why you need NPC's placed at me. Link to comment Share on other sites More sharing options...
danshive Posted July 22, 2011 Author Share Posted July 22, 2011 Depends on why you need NPC's placed at me.I don't understand how my reasons for creating the NPC's affect this. I'm just trying to determine if there are any cells in the game where such NPC's won't be removed by onreset, and I'm hoping to not have to test this cell by cell until I find (or don't find any) where such a situation applies ^^; Link to comment Share on other sites More sharing options...
GrindedStone Posted July 24, 2011 Share Posted July 24, 2011 Yah, don't talk to the guy trying to help you. Great idea. *clap* *clap* *clap* Link to comment Share on other sites More sharing options...
danshive Posted July 24, 2011 Author Share Posted July 24, 2011 Wait, what? What "don't talk"? I replied to your post, and I have no private messages, so when didn't I talk to you? My reply expressed confusion, but that's because I was confused. I'm still confused. I have no idea if "onreset" always applies or not, or what difference my purpose for using "placeatme" makes to onreset. Link to comment Share on other sites More sharing options...
danshive Posted July 24, 2011 Author Share Posted July 24, 2011 Okay, I've figured out how to test this and will do so later. I will post the results once I do in case anyone is actually interested ^^; Link to comment Share on other sites More sharing options...
GrindedStone Posted July 25, 2011 Share Posted July 25, 2011 I guess the logic is from it being a question of possible optimization. It would help to know what something is before you start suggesting what to do about it. I knew what to tell you, but it was a bunch of things. Without knowing more, all I can do is repeat the SDK instructions verbatim. Seemed stupid to write a paragraph, so I asked a "diagnostic" question maybe the first of many. Link to comment Share on other sites More sharing options...
danshive Posted July 25, 2011 Author Share Posted July 25, 2011 (edited) The purposes that spring to mind are enemies that summon more enemies, the ability to summon a temporary ally, and "transforming" one NPC into another (kill one actor, such as a raider, with an effect that makes them vanish and replace them with another, like a deathclaw). The easiest ways I've found to ensure that they go away are to make such summoned things delete themselves immediately upon dying and having them spawn with a limited life span (i.e. onload cast "you will be dealt 6000 damage a minute from now" enchantment on self). In some cases, however, it just feels more appropriate for them to stick around for at least as long as the player remains in the cell, or possibly longer, and not instantly vanish upon death. Mostly, I just want them to naturally go away after a reasonable amount of in-game time, and I want to ensure that it's taken care of without having to be overly blunt about it. While it's the best choice in some cases, it can be hurtful to immersion to have NPC's just vanish from existence while the player is looking right at them. EDIT: I didn't elaborate to this extent earlier in part because I saw this as boiling down to a "yes or no" answer. I was confused about how one determines whether a cell "resets" or not, and didn't know that I should be checking encounter zones instead. That's what I meant when I posted about knowing how to test it. I didn't know where the no-reset areas were or how to find them via the GECK, and now I do. Still haven't tested it out, however ^^: Edited July 25, 2011 by danshive Link to comment Share on other sites More sharing options...
GrindedStone Posted August 13, 2011 Share Posted August 13, 2011 Monster Mod (Momod) is a mod for New Vegas.FNV has a lot of silly animated static objects, mostly stuff blowing in the wind an effects. It uses more sounds and at a higher quality.That an maybe the un-stripified meshes make the performance requirements higher a bit. Seems to run much better now though. Anyway so it's important to have optimization on anything you do for NV, certainly with NPC's an creatures.Momod sounded like it dealt with the issue really well, which sounded to me like it was encounter zones an the global respawn.I read it a few days ago so I don't remember really. You should check it out an maybe talk to the guy that created it. Link to comment Share on other sites More sharing options...
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