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Possible Problem With Mod


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http://www.nexusmods.com/oblivion/mods/46999?

Here is a mod I released a while back that removes the max Armor Rating Cap of 85 to infinite. The mod works, but as I get more acquainted with modding/scripting I've noticed that generally it's not good to make scripts that constantly run in the background. I'm currently overhauling my load order to optimise my game performance and was thinking back to this mod. If you have a very high AR the game tends to slow down in FPS when opening menus and loading new cells etc. This mod relies on an OBSE script attached to a quest that is [i think] constantly running behind the scenes. I've been getting CTD's recently despite some mods helpful mods [Purge Cell Buffer] and was wondering if my old mod could be the cause. I tried running my game without said mod enabled and was able to get around 30mins before a CTD, which is around the same time as with the mod enabled. I'm not sure if periodic CTD's are a result of my Rig or Mods, since my rig is just a laptop.

 

TL;DR - So I require some help from some people to possibly test out my Armor Rating Uncapped mod on a base game (no other mods besides it and OBSE) because I cannot test it myself because my Rig is fairly weak and I cannot tell if my CTD/Framerate issues are because of my Mod, other mods, or just my pc sucks, because I don't want to have a dirty mod published. So if anyone can assist me it'll be much appreciated, and if my mod is inefficient, I'll need help to update it.

~Happy Modding!

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What's wrong with just changing fMaxArmorRating in the CS? That doesn't require a script.

 

(And yes, you're calling the function every time the script runs - 5 seconds by default - which isn't necassary. Things like that should be placed after if(GetGameRestarted). There should be no performance impacts, however, but it's just messy.)

Edited by PushTheWinButton
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The current script is:

Scn ArmorRatingUncapped
BEGIN GAMEMODE
SetNumericGameSetting fMaxArmorRating 0
END
Then attached to this quest:
Quest Name - ArmorRatingUncapped
Priority - 60
Script - ArmorRatingUncapped
Ticked - Start Game Enable
I know that you could just type in "set gsFmaxArmorRating 0" int he console in-game, but it requires to be inputted every tiem you boot up the game, hence why the mod was created. I just want to make sure that I haven't completely messed up the game somehow, I'm still learning. so if there is some other way to achieve this setting in a more efficient way, I'm listening
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You put it in an ini file and read it with runBatchScript. Change your quest script to something like:

begin gamemode
         if getGameLoaded == 0
                return
        endif

        if fileExists "Data\ini\custom_game_settings.ini"
                runBatchScript "Data\ini\custom_game_settings.ini"
        endif
end

and set whatever game settings (or whatever) you want in there.

 

That's still massively over-complicating things, but whatevs.

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What's wrong with just changing fMaxArmorRating in the CS? That doesn't require a script.

 

(And yes, you're calling the function every time the script runs - 5 seconds by default - which isn't necassary. Things like that should be placed after if(GetGameRestarted). There should be no performance impacts, however, but it's just messy.)

 

I agree, already did it and it never gave me any problem.

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That's still massively over-complicating things, but whatevs.

 

 

Two 'if' tests is complicated? I modify dozens of game settings, skill rates, global variables, and mod variables. I'm not going to hard code all that in a custom mod that is then tied to a specific load order, and need to modify it every time I want to adjust something. That's what ini files are for.

 

And to answer the original question, it's unlikely that this mod was causing CTDs if that is all it's doing.

 

My point was the reason for the original post was to fix a specific mod, which makes a specific change a single gamesetting. Having a setup like you mentioned is fine if you want to make lots of personal changes and know what you're doing, but for a released mod which simply changes a single setting and is meant to have a low profile, it's massively overkill.

 

Personally I'd say just using FNVEdit to change the records is more straight-forward than your method, too, since basically you're method is still scripting the change, just in a .ini instead of in the CS. But apples and oranges and all that. Basically the lesson of today is that you don't need to use a script to change a gamesetting. I frankly don't care what method you prefer.

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