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Creation Kit: Utility.Wait() function


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It appears that the Utility.Wait() function works as expected on the PC, but potentially causes issues on the Xbox One. The behavior seems to vary from player to player.

 

Xbox One:

 

- A message box containing multiple choices that immediately follows a Wait might not be displayed, with a non-zero button click value being returned from its Show(). Or the message box might be displayed and work as expected.

 

- The Wait may cause the script to "crash" with no execution of the remainder of the script.

 

So this is just an FYI for those who are 'porting an FO4 PC mod to the Xbox One with scripted Waits.

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It appears that the Utility.Wait() function works as expected on the PC, but potentially causes issues on the Xbox One. The behavior seems to vary from player to player.

 

Xbox One:

 

- A message box containing multiple choices that immediately follows a Wait might not be displayed, with a non-zero button click value being returned from its Show(). Or the message box might be displayed and work as expected.

 

- The Wait may cause the script to "crash" with no execution of the remainder of the script.

 

So this is just an FYI for those who are 'porting an FO4 PC mod to the Xbox One with scripted Waits.

How has this been tested, exactly? Any sources on this? Edited by Reneer
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My own mod. In a pair of scripts with simple invocations. Feedback from Xbox One players.

Huh. Interesting. I don't think I've gotten any similar feedback from XB1 players and my Radio mod makes extensive use of Messagebox stuff. But I don't use Utility.Wait there at all. Thanks for pointing it out for people to know about. :)

Edited by Reneer
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The thing about Utility.Wait is that it is a latent function. It will freeze script execution completely while the player is in a menu. This can be advantageous, for example, some papyrus functions won't work while a menu is open, but I can add a utility.wait(0.1) in the right place and the script will wait INDEFINITELY until the menu is closed and then resume script execution immediately. It sounds like this is happening in your mod?

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Yep, I am aware of how Utility.Wait() functions. I use it in various ways and it works correctly on the PC. However, it potentially misbehaves on the Xbox One, as per my initial post.

Edited by Athelbras
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