Athelbras Posted June 23, 2016 Share Posted June 23, 2016 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. Link to comment Share on other sites More sharing options...
Reneer Posted June 23, 2016 Share Posted June 23, 2016 (edited) 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 June 23, 2016 by Reneer Link to comment Share on other sites More sharing options...
Athelbras Posted June 23, 2016 Author Share Posted June 23, 2016 My own mod. In a pair of scripts with simple invocations. Feedback from Xbox One players. Link to comment Share on other sites More sharing options...
Reneer Posted June 23, 2016 Share Posted June 23, 2016 (edited) 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 June 23, 2016 by Reneer Link to comment Share on other sites More sharing options...
steve40 Posted June 27, 2016 Share Posted June 27, 2016 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? Link to comment Share on other sites More sharing options...
Athelbras Posted June 27, 2016 Author Share Posted June 27, 2016 (edited) 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 June 27, 2016 by Athelbras Link to comment Share on other sites More sharing options...
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