Rayek Posted February 17, 2017 Share Posted February 17, 2017 (edited) In my released mod I and others are experiencing delays or strange responses to the linked chest activators. 1. Sometimes it won't respond for a few seconds.2. Sometimes it won't appear until I rotate my character (seems fluky but is somewhat consistent)3. Consistently the two activators that are furthest away from the actual container are having the most problems. (again might just be coincidence) Example of how one set of them is set up: 1. Container with renamed ID as the primary storage: RE_ContainerCookingIngredientsCloudStorage2. 2 activators with renamed IDs: RE_CookingIngredients01 and RE_CookingIngredients023. Both activators with unique REF IDs4. Both activators Linked REF to primary storage container: RE_ContainerCookingIngredientsCloudStorage5. Both activators 3D data are slightly adjusted to not be at 0's across the board6. This is all occurring in the same cell7. Both activators are using the following default script (name unchanged) Scriptname ActivateLinkedChestDummyScript extends ObjectReference EVENT onActivate(objectReference actronaut) ; debug.trace("Sending "+getLInkedRef()+" an activate from "+actronaut) getLinkedRef().activate(actronaut) endEVENT Again, it works...just no response or lag upon opening them (empty or with a few items) My mod has a fair amount of scripts and custom mesh/textures in it...could it just be too much going on? Appreciate any insight or help if anyone has ideas. It all looks technically correct on my end. Edited February 17, 2017 by Rayek Link to comment Share on other sites More sharing options...
Lisselli Posted February 17, 2017 Share Posted February 17, 2017 (edited) Just going out on a whim here.. change actronaut to akActionRef. You probably saw that example in one of beths early scripts. Stick to the params you see of events on the wiki. For your last question.. well I would hope 1 and 2 are not renamed vanilla forms and are just duplicates and then renamed. Otherwise, yeah ALL references will be effected and will cause a ton of slow down. Edited February 17, 2017 by Lisselli Link to comment Share on other sites More sharing options...
Rayek Posted February 17, 2017 Author Share Posted February 17, 2017 (edited) Thanks, will experiment. To clarify they are renamed duplicates in my cell only...not renamed vanilla containers. Curious if it's better to just create/re-name the default activatelinkedchestdummyscript? EDIT: Tried rewriting and renaming the script using akActionRef and still having the problem. Strangest thing...I click on the activator and wait...nothing. Spin 180 degrees with my character and the inventory opens up. Bizarre Edited February 17, 2017 by Rayek Link to comment Share on other sites More sharing options...
Lisselli Posted February 17, 2017 Share Posted February 17, 2017 (edited) There may be an alternative. What are you attempting exactly? Edit: And I tend to have issues with linkedrefs as well, unless I'm linking them to a furniture or idle marker. Edited February 17, 2017 by Lisselli Link to comment Share on other sites More sharing options...
Rayek Posted February 17, 2017 Author Share Posted February 17, 2017 Simply sharing the same storage from different locations. i.e. can put alchemy ingredients in a barrel next to the garden that will also be in the alchemy ingredients containers at the alchemy station. I wonder if portal rooms or occlusion planes are a problem... I moved the activators to a different location and they seem to be working better. Strange. Link to comment Share on other sites More sharing options...
Alisu Posted February 17, 2017 Share Posted February 17, 2017 While I can't help with this particular problem, another idea pops into my mind. Could you consider using "General Stores" modders resource, it's ported for SSE. That way the storage you use would be compliant with other mods that use the GS backbone. In your example, the GS barrel by the garden would have same ingredients as the GS pouch on the alchemy table.. ..or my GS alchemy pouch totally elsewhere placed by another mod. Link to comment Share on other sites More sharing options...
lofgren Posted February 17, 2017 Share Posted February 17, 2017 I have this problem with my linked chests in legendary edition. It's totally inconsistent but I would say 90% of the time it works fine, then for several activations in a row there will be a lengthy delay, then it will return to working normally again. I can't help solve it but just pitching in my experience. Link to comment Share on other sites More sharing options...
Rayek Posted February 17, 2017 Author Share Posted February 17, 2017 (edited) Thanks for the feedback and ideas guys. I believe I solved the problem...but not convinced entirely on the solution even so. I had multiple portal rooms in my hideout and removing some portal rooms and ensuring all linked chests were in the same portal has it working perfectly for me. The other option that works is to ensure the actual container is visible through portals. Also an example of the minor script change thanks to Lisselli looks like this: Scriptname RE_LinkedChestAlchemyScript extends ObjectReference EVENT onActivate(objectReference akActionRef) ; debug.trace("Sending "+getLInkedRef()+" an activate from "+akActionRef) getLinkedRef().activate(akActionRef) endEVENT...should anyone ever need. Edited February 23, 2017 by Rayek Link to comment Share on other sites More sharing options...
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