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For a long time, I've had a problem with hardcore needs. Usually, on loading a saved game, I get slammed with massive jumps in starvation, sleep deprivation, and dehydration for no discernible reason and the needs themselves hardly progress during actual gameplay.

 

My understanding is that this is a result of playing on a very low timescale (in my case, I play on 5 for longer days and nights). I've tried to get around this by creating a scripted stand-in for hardcore needs that seems to be working just fine.

 

Unfortunately, the load bug is still there. I've tried reducing hardcore need rates to 0, but this seems to disable the needs entirely and completely prevents the script from working. Even setting the values to very high numbers (as my understanding is that the values for hardcore rates are seconds until a point is applied) doesn't seem to help.

 

Is there any way to get around this horrible load bug? Am I doomed to put up with it if I want to play on a slow timescale?

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Unfortunately, I couldn't find anything in Project Nevada related to the load issue. Likewise, my experience playing with it (and the dynamic rates it features) suggests that Project Nevada only exacerbated the bug.

 

I've recently learned about the GetGameLoaded and GetGameRestarted functions in NVSE. I'm going to see what I can work out with these and hopefully get the game to cooperate.

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GetGameLoaded is never needed, just use GetGameRestarted.

 

I've never had an issue with my rates jumping in PN and killing me. The rates change as timescale is changed, and the have a script to compensate for that afaik.

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Is there any specific reason why GetGameRestarted is preferable over GetGameLoaded? I've only recently gotten NVSE to cooperate with the GECK, so my knowledge on the subject is lacking (or, rather, completely vacant).

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